I am trying to create fire similar to the fire in “Technical Artist Bootcamp: The VFX of Diablo” presented by Julian Love from Blizzard.
I have the textures multiplied against each other but they all play at the same speed with the same information, even after using a particle random. Is there something I am missing to have them all play individually?
I am also wondering if the best way is to use ribbons, if so how would you approach that and if not would rectangles be the next option?
What you could do is to use a dynamic parameter inside your particle material, which e.g. adds its value to your panners’ speed. Then inside your particles add a parameter dynamic and use the one you create in your material. With settings: ‘float uniform’ between two values, e.g. [-1, 1]. Tick ‘Spawn time only’. Then your particles should have random panner speed added to them.
U can get color from blackbody node. that way U can with depth fade simulate losing temperature against the ground. That way U can save 3 channels cuz U only need like 1 channel. ( tip: for blackbody node U need to multiply input by about 3000. )
This is a bit of a sidetrack, but I’ve always wondered about the depthfade. I see some people putting it in as a multiply and others directly putting it in the opacity. I’ve tried both ways before and it seemed like they both result the same. Is there a reason why its one or the other
I prefer multiplying after, you might want to subtract the depth fade output instead, so the opacity input is optional.
(Mayyybe it’d be doing an extra Multiply by 1 inside the DepthFade, but that “should” get stripped out on compile).