Volumétricos -tutorial para blender-

Ve el tutorial en español aqui

Pues hace ya un rato me encontré con un archivo de blender que había bajado hace tiempo atrás de centralsource, el archivo simulaba un fireball, pero en general la “cola” o estela que dejaba seguía siendo fuego, y en ningún momento había ese humo denso de la combustión. así que tomé ese archivo y me puse a analizar como estaba hecho el material para saber que podía hacer para lograr el efecto que buscaba. Al final obtuve resultados aceptables en cuanto al efecto volumétrico, y en las diferentes aplicaciones que se podían hacer, como fuego, humo y nubes 🙂 así como por algunas sugerencias que me hicieron, aquí está el tutorial 8)

Antes de comenzar agradezco al autor de este ejemplo, no encuentro su nombre pero al parecer lo conocen como Macke ( Gracias Macke! 😉 ). Muchos ejemplos interesantes los pueden encontrar en la pagina antes mencionada CentralSource 🙂

Este ejercicio está orientado a usuarios regulares de blender, que conozcan la interfaz y conceptos básicos, ya que no los cubro por completo 😳

Por el momento lo tengo en inglés pero en unos días lo pondré en español.

Fake volumetrics effects

Some years ago I found centralsource web site, and get some blend files about fire, smoke, and another effects that can be done in blender in a easy way. And some time after that I take one of these blend files and I did some modifications in the material trying to get something like a volumetric and dense cloud, and then later by doing another modifications I was be able to do a fireball effect with volumetric look, as in the image below.

Fireball, with compositing node editor for motion blur.

Now I think it’s time to write about of this, so.. let’s blending on 🙂

As the first step, we are going to put a box in the scene, with a SubSurf modifier of 3 levels (Control+3key as shortcut for this, with the box selected), and be sure to set smooth all faces, is very important.
Second step, add a material to the box to simulate the fire and follow the indications below

In the first empty slot put a procedural clouds, with Default and Hard Noise option activated as well as Noise Size and Noise Depth with 2.0 and 4. In the Panel Colors click in the color band and make a gradient color as in the image below.

In the Map Input Panel select Global, Sphere, X, Y, Z and select Color button (Col) and blending mode to Mix in Map To panel, don’t forget to set to black!

The next procedural will be used for intensity and we’ll use a Blend map in linear mode, with their map inputs in Win, Sphere, X, Y, X, mapped to a color channel with RGB values (1, .33, 0) with blendind mode set to Add.

The next procedural wil be a Blend again, but this time set to Sphere mode, with their map inputs in Nor, Flat and Z, mapped to a Alpha channel with Substract blending mode.

Add a clouds map in the next slot with Default and Soft Noise options, set Noise Size to .6 and Noise Depth to 4. In Map Inputs select Global, Flat and Y mapped to a alpha channel with substract blending mode.

In the next slot add another blend procedural and select Sphere in the Blend panel, select Nor, Flat and Z from Map Input panel, and set to Alpha with negative value and set the blending mode to Add.

The material is not really finished yet but let’s see how it looks, just press Shift+P in the 3d window and place the preview window over the sphere. It should look like this:

Nice! Don’t you think? But it looks so uniform and maybe lacks some opacity.

Finally add another clouds map, Default and Soft Noise… well.. just like the image below, follow this and you will have finished the tutorial! 🙂

Ready with the last cloud map? Ok.. let’s see in the preview window once again..

The same material, but the last cloud map was changed in the Cloud panel with Hard Noise instead of Soft Noise, Just play arround with map options to see how the material changes. Also you can rotate the scene to see the volumetric effect!

How was made the fireball example? Well is really simple..

Just used the same file from centralsource but with two particle emissors, one of them for the fire effect and the other for dense smoke.

And how to make a dense smoke effect?

It’s really easy! Just change the material color, then deactivate shadeless button and the first two procedural maps and finally set to 0 specular and hard in the shader panel.

And should look like this with some lamps:

For animation I suggest to animate the maps to get more dynamic effect and add some node setup for motion blur, just like the fireball example.

Fireball – Fake Volumetrics from Mataii on Vimeo.

Ready! We don’t have fire/smoke plug in for blender, but blender itself can be capable of do almost anything you can imagine! Blender is great! 😀

Thanks to Marcus Stade (Aka Macke) to take the time to do and make avaliable their blend files at centralsource 😉

Some video test Fireball, smoke / cloud and Fireball test (animated)
Get the blend file Here!

Download the Rar File


26 Responses

  1. Hi Brian, yes.. just give me some time, im in a public computer :S wou’re wellcome 😉

    Hey Venom! que gusto leerte por aqui amigo 😉 que bueno que te haya gustado el tutorial 🙂 ojala sea util 😉

    Un abrazo!

  2. @Brutto Hello Bruto AVT, yes! Feel free to translate it, is a very good idea ;D

    Duh.. I forgot to make linkt in the pics :S.. sorry.. Now I understand :$

    Hey Klópes! jeje.. gracias Man! que bueno que te guste el tuto :$ 😉
    por fin estoy de regreso en el ciber espacio 😀

  3. Excellent usage of my old proof-of-concept! ;o)

    I’m Macke by the way, got this site linked to me by an old blender friend. It’s fun to see that you guys still find and make good use of these old files. I still remember how I put this together after watching the special features on a Shrek DVD about how they made the lava and fireballs in Shrek. This was in Chicago a little over five years ago I think, while visiting my brother. Fun times indeed.

    I’d never imagined I’d see someone using my old files these days, to make a great tutorial no less. Excellent work, and thanks for mentioning my name!

    Ps. The e-mail addy you’ve linked to in my name there is not working any more.

  4. Thanks Marcus! I’m glad to see you here!

    Your demo file inspires me alot, and decided to take a look how you did it and I only change some things to give it another look 🙂 and yes.. the first time I saw the blendfile, it comes to my mind the dragon flames of Shrek because as you, I have the oportunity to see the extras of the movie, but never tried to do something as you did it 🙂

    Thanks to you for the blend file :), I just wanted to give the credit to the right person 😀

    Ps. E-mail changed

  5. nice one!! I bet there are a lot of hard workin guys and gals appreciating (ughh spelling after birras is hard) ur effort!!

    hasta lue…la primera cania pago yo..

  6. Joder macho, desde luego lo tuyo es el diseño 3d, ese fuego parece un efecto digno de las consolas de nueva generacion! Sobre todo impresiona el color anaranjado tan realista que posee la cabeza del fuego, y el denso humo de la cola…fantastico amigo 😉

  7. Pues mira, soy estudiante de informatica de sistemas de primer año, y este tipo de cosas siempre me interesaron, pero nunca he tenido la oportunidad de iniciarme en esto, aunque por 2º año creo que hay una asignatura de diseño grafico que tiene que estar bien interesante 🙂
    Sobre todo me interesan este tipo de cosas para poder hacerme mis propios mods de mapas de half life 2 y esas cosas jejej

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