Hi,
I am struggling to find a guide on how to create truly realistic fire. Every example that claims to be realistic fire, there is always an obvious sign it isn’t, even though the fire itself looks great. That is the light and shadows cast from the fire, I’m not sure why it seems so complicated or that there is scant information on how to do it.
Bare in mind, I am 1 month into my game dev journey and I know next to nothing, which is why I am here, I just don’t know either way.
Example:
Go to 34:46
This is one example, but all I’ve seen do not do what I would like.
Did you notice?
The light isn’t cast by a flame particle, it’s a static light, the light doesn’t move to follow the source which would then make realistic shadows, I think… I’m not sure, but can anyone else understand what I’m seeing? or rather not with the non-realistic light casting? as the flame moves the light should also move and shadows with it so you can see the flame dancing on a wall or something. I just want to be able to have a flame cast realistic light so that shadows are cast naturally.
Niagara System = not good because of spotty shadows and doesn’t cast from meshes
Point light using Lumen = okay but not great as the shadows aren’t animate/motion
The flame needs to cast shadow like a Lumen Point Light but be reactive to each flame particle so the shadows naturally move/jiggle/animate depending on light intensity, their shape etc.
Hopefully at least some of this makes sense
P.S I will settle for faking the shadow animations another way of course but it just struck me as a given I could already do this, might be too performance intensive? idk