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Question by LukaKotar · Sep 22, 2013 at 11:17 PM · particlessimulationmesh-deformationflame

High quality lighter/candle flame simulation?

Hi,

I am trying to create a realistic lighter/candle flame effect, and am not exactly sure where to start. I've seen a game called Metro: Last Light, which did that really well, and you can see the flame in action here.

I was thinking of creating a capsule-like object with a flame texture wrapped around it, and rigging it in the modeling software, which would allow me to "deform" the mesh at runtime. It seamed easy at first, but after a bit of thinking, it's not as easy as it sounds.

How would I go about doing that? Is my rigged-flame-idea doable? Or are there better ways?

Thanks in advance!

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avatar image Fattie · Sep 23, 2013 at 09:37 AM 0
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if you mean "insanely high quality" you need to go to "multiphysics" such as "bullet physics"

Unity is a gameEngine, it's not, really, for that sort of thing. it's for gamePhysics.

what you're talking about is more like what is done at Pixar (using things like Bullet Physics).

hope it helps

avatar image Fattie · Sep 23, 2013 at 09:38 AM 0
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regarding what you said about rigging it, you could just use a couple bones. you'd have to learn all about boned-skinned models. $$anonymous$$y guess: it won't be the look you want, it's very hard to do that sort of "wavy" thing; it's not what boned models were "made for", if you will.

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Answer by robhuhn · Sep 23, 2013 at 10:07 AM

I would say the best approach would be using a shader. Unfortunately I don't know anything about the algorithm here.

https://www.youtube.com/watch?v=Qfm3Bzdmg0E#t=01m06s

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avatar image Fattie · Sep 23, 2013 at 10:09 AM 0
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hard to believe you could beat that

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