Procedural Pixel Art Fire

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Date of Recording: 2020-11-23

This week, I worked on a procedural fire effect. It is a typical game-engine procedural particle-based fire (no Navier-Stokes fluid sim) rendered to a buffer and then post-processed onto the viewport with a color quantization shader.

This method of rendering gives a pretty good balance between flame detail complexity and particle-system simplicity, allowing for this torch flame effect to run on only 100 active particles. Different parts of the fire (core, flames, embers) run at different frame rates to emulate a hand-animation look.

I think there are still improvements to be made in the look of the flames, but this seems ok for a first-pass attempt.
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The lighting is absolutely stunning. The fire itself could use some tweaks though - natural fire isn't as red as shown here, more orange with brownish-red edges. The colors also stand out a lot because they are much more saturated than everything around them, making the fire look glued on like a sticker. If it was toned down a bit, it would fit into the scene much better.

Yanthir
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Absolutely breathtaking...
the lighting is so professional I wish I had money to to fund this for the intro of an indiegame.

CyberVirtual
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this is fire. I know absolutely nothing about GPU programming but I just started learning because I've been really inspired by these!

dicedip
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Beautiful, fine art to say the least.

largeshadow
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I'd try having multiple light sources, to make the shadows below the fire less "jumpy"

shadamethyst
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It’s wild how much you can do just by scrolling perlin noise :D

uwufemboy
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Id lower the framerate of the fire to settle it better to the overall look

iamsamson
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Hey how to create this effect? I mean to say, how to achieve the interactiong of the light with the surfaces? The way the light flickers and the shadows change along with the fire

zarakikenpachi
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dude plz make some tutorials when you finish your studies

RTWrename
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Amazing fire and light interaction!! new sub

inventorel