How would I go about making stylized fire like in Kung Fu Panda 2?

Something along the lines of fire that looks like this

I’ve already tried what was mentioned in another forum post, but that ended up never being answered fully, so the solution was left in the air (and it didn’t work on my end). Any help would be appreciated!

Animate masks along a texture and do an overlap operation to create the final mask. It looks like several hard edged shapes being used to mask a flame shader.

Alright, how would I go about making that? Any chance you could get me an example?
Would the material end up pretty much looking something like this -> https://twitter.com/timsoret/status/788524951959732224?lang=en

Yeah, a lot like that. If you use two groups of particles as a custom stencil and do it in post-processing it should look good. You’d set up one group as an occluder and another as the thing being occluded/fire.`

Take a look at this presentation - should give you some good pointers.

So I got this far. I’ve tried looking for info on how to get the empty space and fill it with some 2D material or with a post process volume but I can’t find anything :frowning:
Perhaps your way would work, how would I go about making one group occluded and the other the occluder? Not just that, but I also need to have the border particles (these red circles) disappear :confused:

@Antidamage I’d like to thank you by the way for the quick and helpful replies, really appreciate it :slight_smile:

Do you have a second particle effect to form the actual area of fire?

Set one of them to stencil buffer 1 and turn on “Render custom depth” in the emitter. Then do the same for the other emitter but give it stencil buffer 2. Then search for stencil buffer in your project settings and turn everything on.

From there I’m not totally sure. You can get the shape of both particles from the stencil buffers in a post-processing material and just draw glowy fire colours on to it, but you’re also going to have to wipe out the original particles themselves. Hiding them might work but you want to maintain the stencil buffers somehow.

A bit late to the party but I’m doing something like this right now.

Gray particles are rendered into a flipbook during runtime and played back on a plane. More info: Simon Trümpler: Sketch #20 WIP - Real Time VFX