This presumes explosion has already been created and needs a node tree for render.
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Shift+A -> Input -> Attribute
Shift+A -> Converter -> ColorRamp
Shift+A -> Converter -> Math
Shift+A -> Shader -> Principled Volume
Attribute Factor output to Math Value upper input
Attribute Factor output to ColorRamp Factor input
Attribute = type "flame"
Math
Type = Multiply
Value upper output to Principled Volume Emission Strength input
Value lower = 1000
ColorRamp
Create colors in order: black, red, orange, yellow, white
Color output to Principled Volume Emission Color input
Principled Volume output to Material Output input Volume
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Shift+A -> Input -> Attribute x3
Shift+A -> Converter -> Math x2
Shift+A -> Converter -> ColorRamp
Shift+A -> Shader -> Volume Scatter
Shift+A -> Shader -> Volume Absorption
Shift+A -> Shader -> Add Shader x2
Shift+A -> Shader -> Emission
Attribute 1
Name = color
Color output to Volume Scatter Color input
Color output to volume Absorption Color input
Attribute 2
Name = density
Factor output to Math 1 upper Value input
Math 1
Set to Multiply
Value lower = 7.5
Value output to Volume Scatter Density input
Value output to Volume Absorption Density input
Volume Scatter
Anisotrophy = 0
Volume output to Add Shader 1 upper Shader input
Volume Absorption
Volume output to Add Shader 1 lower Shader input
Add Shader 1 Shader output to Add Shader 2 upper Shader input
Attribute 3
Name = flame
Color output to ColorRamp Factor input
Factor output to Math 2 upper Value input
ColorRamp
Create colors of flame
Color output to Emission Color input
Math 2
Set to Multiply
Lower Value = 9
Value output to Emission Strength input
Emission output to Add Shader 2 lower Shader input
Add Shader 2 output to Material Output Volume input
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