does anyone know how they mapped the incandesence in the turbulent flame example file? I don't see any connections to it, but it's definitely got something making it glow orange and yellow.

does anyone know how they mapped the incandesence in the turbulent flame example file? I don't see any connections to it, but it's definitely got something making it glow orange and yellow.

Yes theese kinds of stuff can be done by making a super satureated brownish red (or its my guess in this case). It turns white at some point because it clips past the color range and turns white.
thanks, I probably would never have noticed that value setting of 20. I bet that comes in useful again in my future...
so, after a bit more toying around I got this:
http://www.zgrachan.com/blueFlame3tests.mov
I just thought it looked cooler in blue, next project is a more realistic flame colorwise. I am also trying to acheive different types of flames, since what I have gotten so far looks like an really big, single flame. which doesn't really happen. so I'm playing with the scale, and the number/placement of the emitters.
anyone know how they went about creating the explosion in the lobby scene in the first matrix? just watched it the other day, and it still amazes me.
got another one, open for critiques as always
http://www.zgrachan.com/tall\_slowNfast.mov
the left one is slow because I forgot to change the sim rate scale, and then when I rerendered it I forgot to hide the emitters... oops:)
How longs your render on those?
that last one was about 1.5 min a frame. did one yesterday that doesn't look so realistic, but rendered below 10 sec a frame. check it out:
quicktime(sorenson3)
http://www.zgrachan.com/08\_colorCorrection.mov
some crappy avi compression for those without QT
http://www.zgrachan.com/08\_colorCorrection.zip
the blue on the right is a simple gamma adjustment in shake, still needs work.