Realistic looking flame effect?
Moderators: Víctor Paredes, Belgarath, slowtiger
Realistic looking flame effect?
HI, this is my first post here. i've been playing around with Anime Studio Pro 5 in my free time for some time now...im not yet framiliar with all of its features but i have developed the skills to create realitively complex animations.
me and several freinds are working on a little animation series...u can check out a preview here:
http://www.youtube.com/watch?v=TsWo3LL1w14
most of this video is allot of our first animations...so their not the best, yet...we've since gotten a bit better
but recently ive run into a few problems...ive been working on an animation of a dragon...fairly detailed in style, and was trying to figure out a good, fairly realistic flame effect...i wasnt really getting the look i wanted from the 'Smoke' particles preloaded in the software
im looking for a billowing plume of flame type look...any suggestions?
me and several freinds are working on a little animation series...u can check out a preview here:
http://www.youtube.com/watch?v=TsWo3LL1w14
most of this video is allot of our first animations...so their not the best, yet...we've since gotten a bit better
but recently ive run into a few problems...ive been working on an animation of a dragon...fairly detailed in style, and was trying to figure out a good, fairly realistic flame effect...i wasnt really getting the look i wanted from the 'Smoke' particles preloaded in the software
im looking for a billowing plume of flame type look...any suggestions?
Thanks...yeah that was something we just kinda threw together with some animations we had lying around
we are currently assembeling a full trailer with some more dynamic animations...
but, this is kinda what i need the fire effect for lol

this is the shot i needed the flame for...as u can see, the 'smoke' really dosent do the trick...i still have to adjust the lighting for the flame yet, but i was hoping to get the flame itself down first
we are currently assembeling a full trailer with some more dynamic animations...
but, this is kinda what i need the fire effect for lol

this is the shot i needed the flame for...as u can see, the 'smoke' really dosent do the trick...i still have to adjust the lighting for the flame yet, but i was hoping to get the flame itself down first
- toonertime
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this is related to special effects
some freeware to play around with:
http://www.xiberpix.net/SqirlzReflect.html
some freeware to play around with:
http://www.xiberpix.net/SqirlzReflect.html
Here's my attempt:
http://www.lowrestv.com/anime_studio/particles/fire.mov
http://www.lowrestv.com/anime_studio/particles/fire.zip
One thing I found is that you can make the animation of the particles fit the "timing" of the particle emitter. So if you get the particles streaming out the way you want you can then customize the point motion of the vector layer so it "changes" over time to match the action you want.
In this example I have the flames get bigger and "spread" at the base as if it is "hitting" something.
There is also a second particle layer of smaller flames that have a velocity set to make the particles flow "back" and "up" creating the illusion of flames shooting out after hitting. They have a wider direction spread and the layer is lower down so they start later in the cycle.
-vern
http://www.lowrestv.com/anime_studio/particles/fire.mov
http://www.lowrestv.com/anime_studio/particles/fire.zip
One thing I found is that you can make the animation of the particles fit the "timing" of the particle emitter. So if you get the particles streaming out the way you want you can then customize the point motion of the vector layer so it "changes" over time to match the action you want.
In this example I have the flames get bigger and "spread" at the base as if it is "hitting" something.
There is also a second particle layer of smaller flames that have a velocity set to make the particles flow "back" and "up" creating the illusion of flames shooting out after hitting. They have a wider direction spread and the layer is lower down so they start later in the cycle.
-vern
thanks Vern!
i gave ur method a try and it works but i was having difficulty getting it to look good with my animation style
however, i was experimenting around with a few ideas i had and i think i found a simple solution, for this shot, anyway.
i drew out the plume of flame in 4 vector layers: blue, orange, yellow, and white.
then i adjusted the blur radii on all of them and increasing the opacity slightly on the blue, yellow and white vectors
then i simply added noise to these vectors individualy to get the flame to animate. i also used the preloaded 'smoke' particle effect overlaying this to give it an added subtle effect
this solution worked for this shot, but it may not in more dynamic shots
heres a rendered frame of the final effect:

ill post the link here to the vid containing the final animation, as soon as i post it
thanks again =)
i gave ur method a try and it works but i was having difficulty getting it to look good with my animation style
however, i was experimenting around with a few ideas i had and i think i found a simple solution, for this shot, anyway.
i drew out the plume of flame in 4 vector layers: blue, orange, yellow, and white.
then i adjusted the blur radii on all of them and increasing the opacity slightly on the blue, yellow and white vectors
then i simply added noise to these vectors individualy to get the flame to animate. i also used the preloaded 'smoke' particle effect overlaying this to give it an added subtle effect
this solution worked for this shot, but it may not in more dynamic shots
heres a rendered frame of the final effect:

ill post the link here to the vid containing the final animation, as soon as i post it
thanks again =)
Oh coool!
Render, your flames are much better than mine. I went with a more "cartoony" effect. The blur is an excellent choice. I was thinking of adding in more colors etc... but I was only goofing around anyway so I didn't put my full brain behind the task.
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Here's an idea you might like that I just figured out today:
I wanted a blur that "fades". So it would be less blur at one end and more on the other. Using a soft edge or blur can't do that. Thin lines blur the same and "vanish". So I used a very very blurry ball for a custom brush. Added it to a stroke shape and then tapered the end where there would be less blur and made it very large width at the other end (I should have lowered the spacing value as you can see the separation of the brushes at the thin end).
So this could be another way to do flames using a stroke along with particles possibly. Maybe bind particle layers and the stroke to a chain of bones so the flame can be animated... moved around.


-vern
Render, your flames are much better than mine. I went with a more "cartoony" effect. The blur is an excellent choice. I was thinking of adding in more colors etc... but I was only goofing around anyway so I didn't put my full brain behind the task.

-------
Here's an idea you might like that I just figured out today:
I wanted a blur that "fades". So it would be less blur at one end and more on the other. Using a soft edge or blur can't do that. Thin lines blur the same and "vanish". So I used a very very blurry ball for a custom brush. Added it to a stroke shape and then tapered the end where there would be less blur and made it very large width at the other end (I should have lowered the spacing value as you can see the separation of the brushes at the thin end).
So this could be another way to do flames using a stroke along with particles possibly. Maybe bind particle layers and the stroke to a chain of bones so the flame can be animated... moved around.


-vern
that's a really cool effect, Vern, i hadn't thought of that...that would be really useful for future fire shots...ones where the flames not in the foreground and slightly out of focus like my shot above lol
Ive never worked with custom brushes before...i know i saw a thread about them tho somewhere here...ill defiantly have to give it a closer look
adding bones to the flame would help in the future aswell...i have allot of highly dynamic animations for the dragons floating around in my head
.... But this four-second long animation for our trailer didnt require anything more than adding noise and changing the scale
Ive never worked with custom brushes before...i know i saw a thread about them tho somewhere here...ill defiantly have to give it a closer look
adding bones to the flame would help in the future aswell...i have allot of highly dynamic animations for the dragons floating around in my head

Thanks for bringing this up. It inspired me to come up with an interesting new idea for particles. Using single stroke shapes to animate things like water and flames.
In the particle you could animate the width and length of a particle "stroke" to create all kinds of cool things much easier than trying to warp shapes. For instance in my flame example I was trying to make "curly" flames using shapes. By using strokes it would be much easier.
-vern
In the particle you could animate the width and length of a particle "stroke" to create all kinds of cool things much easier than trying to warp shapes. For instance in my flame example I was trying to make "curly" flames using shapes. By using strokes it would be much easier.
-vern