Generating Fire
Creating realistic fire from scratch in a 2D compositing environment is notoriously difficult. While the best results often come from importing practical stock footage of real fire (and using the "Screen" blend mode to composite it), Oraphim provides tools to generate procedural fire for motion graphics and stylized VFX.
Method 1: The FastNoise Approach
The foundation of procedural fire is animated fractal noise.
- Add a FastNoise node.
- In the Inspector, increase the Detail and Contrast to create a harsh, chaotic pattern.
- To animate the fire rising, right-click the Seethe parameter, select Expression, and type
time * 0.05. The noise will now continuously morph. - Add a ColorCorrector node after the FastNoise.
- Tint the shadows deep red, the midtones bright orange, and the highlights yellow/white.
You now have a basic, rolling plasma/fire texture. To shape it into a flame, use a Polygon mask to cut out a teardrop shape and pipe it into the Effect Mask input of the FastNoise node.
Method 2: The Particle Fire Workflow
For realistic sparks, embers, and volumetric fire, the 3D Particle System is required.
- Set up a particle system (
pEmitter->pRender). - In the
pEmitter, set the Region to a small circle at the bottom of the screen (the base of the fire). - Set the velocity to shoot upwards.
- Add a
pTurbulenceforce node to make the particles waver left and right like a flickering flame. - In the
pEmitterStyle tab, change the color controls to "Color Over Life". Set the particle to spawn bright yellow, turn orange in the middle of its life, and fade to dark red/black before it dies. - Finally, apply a heavy Blur or Defocus node to the output of the
pRenderto blend the individual particles together into a cohesive, glowing mass of fire.
The Heat Distortion Effect
Fire is not just light; it emits heat that distorts the background behind it.
- Add a Displace node to your main background footage pipeline.
- Pipe a new FastNoise node into the Foreground input of the Displace node.
- Animate the FastNoise seethe and offset it so the noise moves quickly upwards.
- Mask the Displace node so it only affects the area directly above your fire.
This creates the classic "heat shimmer" ripple effect, selling the realism of the fire in your composite.