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Volumetric fire looks cuboid
How can I do bumped textures in Cycles?Flame attribute for cycles smoke not workingmultiple domain smoke in cycles give unpredictable resultsCycles: create water using smoke / volumeNot able to pull off simple combination of volume scatter and volume absorbtion: cyclesFilmic color management not installingSmoke shows on render, Fire doesn'tPrinciple Volume Density Node + Wave Texture not rendering in EeveeHow to add circular flame restricted within an object?Fire overlaying smoke bug
$begingroup$
I do not know why. The tutorial I followed was https://www.youtube.com/watch?v=D_ybn4tYxs4.
I am not able to get the result of a nicely shaped flame.
Below is my set up for the domain:
cycles volumetrics fire
New contributor
$endgroup$
add a comment |
$begingroup$
I do not know why. The tutorial I followed was https://www.youtube.com/watch?v=D_ybn4tYxs4.
I am not able to get the result of a nicely shaped flame.
Below is my set up for the domain:
cycles volumetrics fire
New contributor
$endgroup$
add a comment |
$begingroup$
I do not know why. The tutorial I followed was https://www.youtube.com/watch?v=D_ybn4tYxs4.
I am not able to get the result of a nicely shaped flame.
Below is my set up for the domain:
cycles volumetrics fire
New contributor
$endgroup$
I do not know why. The tutorial I followed was https://www.youtube.com/watch?v=D_ybn4tYxs4.
I am not able to get the result of a nicely shaped flame.
Below is my set up for the domain:
cycles volumetrics fire
cycles volumetrics fire
New contributor
New contributor
edited Mar 18 at 4:47
Sazerac
2,9662824
2,9662824
New contributor
asked Mar 18 at 3:21
lalalala
183
183
New contributor
New contributor
add a comment |
add a comment |
1 Answer
1
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oldest
votes
$begingroup$
You have brightness set to 1 on both of your bright contrast nodes, it should be 0 as you don't want to modify the brightness at all, increasing the brightness like this is effectively setting the background density to a value above zero, so the whole cube is being rendered.
In fact you don't even need those nodes at all
The other thing I noticed is the top attribute node should use the density attribute for the smoke, rather than the flame attribute.
In order for volumetric materials to render correctly you will also need to go to the light paths section of the render settings and set the number of volume bounces to something reasonable.
$endgroup$
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
|
show 3 more comments
Your Answer
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1 Answer
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1 Answer
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votes
$begingroup$
You have brightness set to 1 on both of your bright contrast nodes, it should be 0 as you don't want to modify the brightness at all, increasing the brightness like this is effectively setting the background density to a value above zero, so the whole cube is being rendered.
In fact you don't even need those nodes at all
The other thing I noticed is the top attribute node should use the density attribute for the smoke, rather than the flame attribute.
In order for volumetric materials to render correctly you will also need to go to the light paths section of the render settings and set the number of volume bounces to something reasonable.
$endgroup$
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
|
show 3 more comments
$begingroup$
You have brightness set to 1 on both of your bright contrast nodes, it should be 0 as you don't want to modify the brightness at all, increasing the brightness like this is effectively setting the background density to a value above zero, so the whole cube is being rendered.
In fact you don't even need those nodes at all
The other thing I noticed is the top attribute node should use the density attribute for the smoke, rather than the flame attribute.
In order for volumetric materials to render correctly you will also need to go to the light paths section of the render settings and set the number of volume bounces to something reasonable.
$endgroup$
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
|
show 3 more comments
$begingroup$
You have brightness set to 1 on both of your bright contrast nodes, it should be 0 as you don't want to modify the brightness at all, increasing the brightness like this is effectively setting the background density to a value above zero, so the whole cube is being rendered.
In fact you don't even need those nodes at all
The other thing I noticed is the top attribute node should use the density attribute for the smoke, rather than the flame attribute.
In order for volumetric materials to render correctly you will also need to go to the light paths section of the render settings and set the number of volume bounces to something reasonable.
$endgroup$
You have brightness set to 1 on both of your bright contrast nodes, it should be 0 as you don't want to modify the brightness at all, increasing the brightness like this is effectively setting the background density to a value above zero, so the whole cube is being rendered.
In fact you don't even need those nodes at all
The other thing I noticed is the top attribute node should use the density attribute for the smoke, rather than the flame attribute.
In order for volumetric materials to render correctly you will also need to go to the light paths section of the render settings and set the number of volume bounces to something reasonable.
edited Mar 18 at 8:26
answered Mar 18 at 5:54
SazeracSazerac
2,9662824
2,9662824
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
|
show 3 more comments
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
henlow, I have tried this again with the bright contrast nodes removed, but my flames died. imgur.com/a/RtLLA18 I am not sure what to do anymore
$endgroup$
– lala
Mar 18 at 7:14
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
@lala Try plugging in just the emission shader to the volume output and see what you get
$endgroup$
– Sazerac
Mar 18 at 7:24
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
Still dead flame. Would you like me to send my file for you to inspect? [link]i.stack.imgur.com/wx23p.png]
$endgroup$
– lala
Mar 18 at 7:53
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
@lala sure, that would make it easier.
$endgroup$
– Sazerac
Mar 18 at 7:56
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
$begingroup$
here ya go drive.google.com/open?id=1RE7-TEOMjem_NcHoK-v1uv3GOfHXailr
$endgroup$
– lala
Mar 18 at 8:02
|
show 3 more comments
lala is a new contributor. Be nice, and check out our Code of Conduct.
lala is a new contributor. Be nice, and check out our Code of Conduct.
lala is a new contributor. Be nice, and check out our Code of Conduct.
lala is a new contributor. Be nice, and check out our Code of Conduct.
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