This is insane!
Holy crap that fire and smoke. Hoooooly moley. Talk about blown away, pun intended.
It looks great, but please reduce the rotation variation on the smoke! Smoke doesnāt roll downwards. At least not if itās been kicked out from a single point on the ground like that.
Hey, got a question as I got around to render smoke with lightmaps and itās all working but it only reacts to atmosphere / fog sun light which only has directional lightning. But I see you somehow managed to make it interact with point light. So here is my question, how did you managed to do it?
Was this all in UE4 or did you use FumeFX for fluid sims?
Iāll see to it!
So this is not a ārealā point light, only shader trickery. What I did was basically to repeat the part of the shader with the If-nodes like the one in the image a few posts up, adding it in. Instead of using the Atmospheric Light-node I used a Material Parameter Collection to feed in the location of the point. Subtract it with the Absolute World Position of the pixel to get the vector. Then you need to simulate the light attenuation, so I used Unitys:
1.0 / (1.0 + lengthSq * lightAttenSq)
Just multiply it in. Hopefully thatās somewhat understandable, Iām out of town currently so I canāt show the shader right now.
I used Houdini for sim and compositing
Hereās another version. Again, not alot of changes but I did however change the emission texture. Trying to go for the look of the fire travelling inside the smoke.
Think Iām gonna call it for this one, being the last day and all! Feedback is of course appreciated. Thanks a lot for all the techniques, comments and critique on this sketch from everone, I learned alot!