Just sharing a flaming sword tests I’ve been tinkering with this week. ( How good was GOT! )
This is using texture to volume setup, emitting on the sword blade, with pretty much default combustion settings.
The emitter shape was too visible and hot in the first revision, I was able to use the original blade field as a mask to tweak the temp after caching.
Any feedback suggestions welcome,
For next revision, I want to:
- fix the emitter shape, to be tighter to the blade and more convincing.
- render out the character properly, as scanline render sucks. I also had a lot of trouble lining up holdouts with scanline render result. (anyone else had that?)
- fix the density/dissipation. I had way too low density values in the sim so the dissipation is too intense. I’ll bring up the Fuel Carbon Amount and balance it out in AOV land.