Blender Principled Volume for Fire+Smoke Simulation


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In this tutorial we use the new “Principled Volume” node in Blender for quick and easy fire + smoke simulations.

With the “Principled Volume” node you get both smoke AND flames in Blender Cycles – all with just a single material node. And it also helps to keep the node tree to a minimum, even if we want or need to do more fancy things with fire/smoke – as you can see in this quick video tutorial.

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Tools used in this video:
Blender 2.79

Other videos for you:
“Volumetrics in Blender EEVEE vs Cycles”: https://youtu.be/JzCkohRpRQU
“DOF in EEVEE”: https://youtu.be/HdTgf4gRXgc
“Cycles to EEVEE Episode 2”: https://youtu.be/hNh3VbLJKXk
“Transmissive Materials in Blender EEVEE (and Cycles)”: https://youtu.be/WASS6X8Dz90
“SubSurface Scattering in EEVEE vs Cycles”: https://youtu.be/6159v_QWgJk
“Cycles to EEVEE”: https://youtu.be/ark4pz-j-es

My gear: https://cpren.com/r/gear

About me:
25+years full-stack senior software engineer, hobbyist blender-head and photography enthusiast
Some of my blender work: https://goo.gl/wwA3J7

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17 responses to “Blender Principled Volume for Fire+Smoke Simulation”

  1. Hi Chris, can you record a tutorial about how the fire lighten environent please? I use particle to be fire'+smoke flow source,but emission sharer in EEVEE need add light phobe object to cache indirect Lighting…i have no idea how to do this… thank you~

  2. Hi Chris. Do you know if the new shader works with huge domains? I mean "big", like 200 meters diameter and above. I've had not time to test it yet and hope you know it maybe. In version 2.79 I've problems render big domains. The preview work there, but not the result. Thank you in advance. Nice video by the way!

  3. Nice but pls don't subtract flames from smoke. It's not correct. The particles are present in the flame and in the smoke the same, they still scatter and absorb light, they are just hot and emissive on top of that. It's not like they start absorbing and scattering when they cool down into smoke. Increasing emission strength is the physically correct way, not subtracting flame from smoke.

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