The final marker must be black, so that the particles are faded in the end (this is why we are using the “Intense” blend features). This is the colour of the flame.
Now each particle's texture is changing in consecutive order. But we didn't make an animation, so we do not need this. Go to the “Texture” tab and enter zero in the “Change frame texture speed”. Also check the “Random texture starting frame”. Now each particle has a random texture not changing during its lifespan.
Now all we have to do is to adjust the particles motion and we’ll get a real fire! But first change the “Visibility range” (at the bottom panel) to 9% start and 95% end range visibility. This way the program doesn't show the start and the end of the effect if you don't need them.
Fire always goes up with a constant speed, emitting tongues of flames of different lengths. As it goes up it gets thinner and finally fades. Now, step by step, we'll set the particles’ motion according to this model.
Let's start with the emitter. Click on the emitter in the Emitter tree (on the left) and in the top diagram change the point emitter type to the line type.
The particles will emit from this line. It has two parameters, the blue line, which is the incline degree and the green one, which is the line length. The default parameters of 0 degrees and 100 length suit the fire nicely.
Now let's change the angle of emitting the particles. The next diagram is the “Emission direction, degrees”. Set the values 36° and 144° so that the particles go up.
Now it doesn't resemble fire very much at the moment, so switch to the Particles and hit the “Diagram Settings” button (Fig.06). |