View Full Version : Realistic Flame in Max
17-03-2003, 07:44 AM
How to create a realistic candle flame in 3ds max without any plugin.
17-03-2003, 09:31 PM
if i had to create this effect with no plugins. i would use a combination of masks and uv's and mesh editing and animation.
basically i'd create a plane that looks at the camera with a lockat controller. i'd give it probably ffd with some noise animation to make the geometry wave and flicker.
then for the texture i'd set up a layer of masks probably with gradient ramp in the opacity channel and then i'd use uv's to stretch that circular shape into more of the tear drop shape of the flame. then for the actual color i'd use man masks of noise.
the part of making the texture would take a lot of tweaking
another way to try is to use geometry. model the flame in 3d like a tear drop type thing. and then animate that motion and then use materials like falloff type material types to mask off the edges in your shader.
its not easy and takes a lot of tweaking but you could probably come up with a reasonable facsimile after tweaking it a bit.
good luck dude
17-03-2003, 09:52 PM
How did you create the flames for Magma Kuman?
If you don't mind me asking :)
18-03-2003, 12:14 AM
i would use a plugin, the blur fire plugin makes much better flames than the default max flames, and it's a free plugin!
look for the fire plugin, you need the blurlib too, but it's free aswell!
18-03-2003, 12:45 AM
Well I think we have covered that case before..... but anyway try that file it is one of max3 scenes
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18-03-2003, 02:28 AM
i don't mind you asking at all. i actually went through a lot of research for those flames. i had a very specific idea of what i wanted and in the end i used a plugin called phoenix to make them. to be honest i didn't really wanna use any plugins for this project but i tried just about everything from combustion to particle compbustion to afterburn to particle systems with facing planes and procedural textures and even some tests with geometry - which came out ok but i had to ditch for time reasons.
in the end phoenix got me the closest in the shortest amount of time. its a great plugin but i still think i could have found a solution with max stock if i had another week or two of testing and experimenting. however as with the last competition i think i'm just too ambitious. i keep trying to push my models to new levels in terms of detail and trying to do new things that i haven't done before like flames and complex shader trees. its a little dissapointing to see people say that they liked how things started but feel that i didn't deliver or finish well. i've heard comments along those lines for the last two comps and it kinda hurts to hear that people were dissapointed when what i had really tried to do was push myself to new levels and trying new things personally and end up rushing in the end to finish. i also think that my work kinda sets me up for these falls in a certain sense where there is this high expectation for a subject that requires more time than i have.
i'm sorry i'm digressing, its late and i'm tired. i apologize. anyhow i used phoenix for the fire. its a great plugin. but i still think that a better effect could be found without the use of plugins.
good luck with your fire effects.
18-03-2003, 03:08 AM
Kuman don't get disappointed, I wish I could do shaders like that ! :D
18-03-2003, 11:43 AM
i know u don't like to use a plugin for the fire, but i made a flame with the blurfire plugin that i just couldn't make with the default fire effect in max.
here's a pic
21-03-2003, 08:41 AM
some tutorials on making fire without plugins
this should be enough
21-03-2003, 11:32 PM
fixed the link, you had an extra </a> tagged on..
24-03-2003, 12:17 AM
4 link repair
25-03-2003, 12:04 AM
Thanks for the links — I've been looking for this for a while. I tried playing around with the Combustion plugin for ages but couldn't get it looking like anything but a badly streched raster :ugh:.
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