How to Make Sparks in Blender


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Discover how to create realistic sparks using Blender and Cycles.
Read the text version and download the .blend file here: http://www.blenderguru.com/videos/how-to-make-sparks/

Chapter marks:
1:55 – Setting up the Particle System
7:14 – Creating the Spark objects
9:42 – Setting the Spark Material
11:39 – Using the new Particle Info Node
16:55 – Making the sparks fade out
20:00 – Using Motion Blur

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39 responses to “How to Make Sparks in Blender”

  1. Great tutorial however I'm stuck! When it comes to adding the nodes. I am in Cycles Render mode and I have followed all the steps but when I render my sparks appear black on a dull grey background – I'm fairly new to blender so I'm guessing I have missed an obvious step…. Any advice would be appreciated.

  2. For anyone havng Problems with this (not finding the Shaders, no emissions…), make sure you are in Cycles Renderer (not using the Blender Internal Renderer). Everything he shows in this Video is 100% possible, even with the latest Blender builds!

  3. hey, we sometimes not able to understand which key you used, it makes us very difficult to understand how within a second how you used the key you uses many shortcut without telling, that's a minus point, so for better understanding to us, please tell all the keys that you press on your keyboard.

  4. Question hope you still check this. When Rendering the particles go to a certain radius then stops and wont keep flowing outward. In 3D view and image rendering its fine its when I render the final animation that it wont spread.

  5. First of all, thank you Andrew for this tutorial, very quick and fun, it gives an amazing result with only simples things after all.

    I have used another way to choose the emission color though, so I share it here, if anyone is interested. I think it could give a physically more accurate color. I used the blackbody node (Converter -> Blackbody) to set the color : it naturally gives a color from red to yellow to white, depending of the input value in Kelvin (for example 2700 K gives a lighbult yellow).
    So you need to have a high value at the particle start (~6000), and a low value at its end (~500). You just need a few math nodes to match these values approximately depending of the particle lifetime, and here you are with a color which goes from white -> yellow -> orange -> red when aging. After a few tries it looked very good for me.

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