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I learned how to make a voxel fire by importing an OpenVDB of a smoke simulation I had made, and then using the Volume to Mesh modifier to make a cube take the form of the simulation. I then used the remesh modifier to make it a blocky fire simulation.

So, in essence, it's a 3D object that changes shape over time to look like a fire explosion.

My problem is that I don't know how to make a good shader that would make it look like good fire. How could I make a shader that portrays an explosion for one mesh?

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  • $\begingroup$ is your voxel file one mesh? $\endgroup$
    – Chris
    Dec 22, 2021 at 10:17
  • $\begingroup$ @Chris yes it is. $\endgroup$
    – RBlong2us
    Jan 29, 2022 at 1:04

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If it is e.g. a UVSphere with a displace modifier, you could use this shader setup:

enter image description here

result:

enter image description here

I know it doesn't look like fire, but i just wanted to show the principle.

To animate your "fire" you can give your texture an object coordinate , use an empty as object and move this empty to get an animation of your displacement.

If you restrict displacement just to z coordinate and give the upper half of the sphere a vector group, which you choose in your modifier and give your shader a bit alpha you can get this:

enter image description here

enter image description here

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  • $\begingroup$ hey man, thanks for the effort! Unfortunately I wasn't clear enough when I wrote this. That's a great setup tho! Thanks for the effort u put in! $\endgroup$
    – RBlong2us
    Dec 22, 2021 at 18:44

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