I'm attempting to fake a couple flames on some candles. Since my scene is already pretty intensive, I think that doing a fire simulation would just add more to render times. Trying to use a transparent flame texture with some emission shaders but cant seem to get too good of a result. It ends up either looking too bright or not transparent enough. Here is in eevee (hdri was having issues so this is with just some sun lamps)

enter image description here

I tried adding some glow in the compositor but its not satisfactory. Is there any other way to fake fire? This is just a transparent image on a plane.


For a shader only solution, one way is a simple material such as the following:

enter image description here Click to enlarge

Blackbody Node is used for color. See kelvin color temperature for some examples of values to start with. You can adjust these values up and down until you get something you like.

The layer weight node is used for a mixing factor between the two blackbody nodes creating a result like below:

enter image description here

An approach like this should keep resources low and be fairly manageable. Note that also, the flame object is a quad-sphere modeled to a flame and not a flat plane.

  • $\begingroup$ Great answer! This works for me. A question though: Would I have to add another emission and blackbody shader to give the bottom a sort of blueish-hue? Also how could i add some waviness/transparency procedurally? $\endgroup$
    – cgperfect
    Dec 22 '20 at 16:48
  • $\begingroup$ To give the bottom a sort of blueish-hue, use a gradient and a color ramp , Read: blender.stackexchange.com/questions/43248/… $\endgroup$
    – susu
    Dec 22 '20 at 19:47
  • $\begingroup$ Oh, that's really clever :) $\endgroup$ Dec 22 '20 at 20:28

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