Window Fire Vol.1
2K ProRes files are pre-rendered .mov files with an alpha channel that can be used as image textures on flat planes. They are very light to render and can fill scenes and backgrounds without compromising on speed and efficiency. Each variation includes 3 different camera angles to help you match the perspective you are looking for. These are 2D assets that can also be used post-render as a compositing step. OpenVDB sequences are 3D volume data that can be imported into your 3D scenes and freely moved around. Although optimized for the lowest file size possible, they require more rendering time and power than simple image textures. Keep in mind that you can use them as true 3D elements within your scene and use the emission shader to render accurate reflections and optical effects.
If barely visible or invisible, your VDB most likely needs a shader to come to life. When purchasing Window Frame VOL1, 8 fire shader presets are included with the Blender file. Depending on the simulation, scene, and context, you might want to use one or another preset. There are 5 realistic shaders that will gradually display more intensity (OFF, SOFT, LIGHT, DENSE, HEAVY) and 3 stylized shaders for more cartoony contexts. Note: not all simulations have the same density values, so a "LIGHT" fire shader on VAR00 could look different on VAR01. Feel free to experiment with different setups and don't be afraid to change values within the presets!
After purchasing, you can easily append the variation you need from the included .blend file into your scene. If you wish to import it from scratch, simply use the "Add" > "Image as Plane" function in Blender to import a .mov file as an image texture. In other words, create a plane, add a new shader to it, add an image texture node, and select the .mov file as a texture. Don't forget to set the frame number to 150 and change the color space to rec.2020 if needed. Using a Principled BSDF shader, plug the alpha into the alpha input and the color into the color input.
If you can't see anything when opening the provided .blend file, ensure the camera is correctly pointing at the element, or select it from the layer list and center your viewing camera on it. If you still can't see anything, select the VDB from the layer list, go to the volume settings in the toolbar on the right side, and reselect the file from the file path field – the path might have been lost while traveling through the internet! The same applies to the image textures. When using the 2K ProRes version, select the object with the Window Frame shader, go to the texture settings, click on the image texture node, and reselect the .mov file you wish to use. After updating the .mov file, the image texture node settings will likely revert to default. Change the frame number to 150 and the color space to rec.2020 (or any other color space that suits your needs).
Yes! As VFX artists ourselves, we created these packs with the dream of making VFX and 3D artists' lives easier. By overthinking the creation process and drawing on years of struggle, we developed practical packs that are not only affordable for regular users but also designed to meet the most common and advanced needs in 3D creation. Some people want to be fast, some want to be precise. Some are technical experts, some are design masters with no technical skills. FX BackPack was created to address and combine all these features, allowing you to switch mindsets and combine assets seamlessly. We will adapt our products based on community feedback, and with constructive input, we will create the most valuable product ever.
Go to "Add," select "Volume," and then "Import OpenVDB." Select the first frame of the variation you wish to use. After importing, select the VDB you just imported and inspect the toolbar on the right side; a cloud icon will appear to handle volume settings. Head over to the volume settings and check "Sequence" under the relative path of the sequence. Make sure the frame number is set to the number of frames available (150) or set it to suit your needs. Your sequence is now playing.
Yes, you can get emission from the 2K ProRes files, but keep in mind that it be limited in term of brightness as it will most likely clip before reaching the desired emission strength. Use the color output of the image texture as the input for the emission color. For the strength of the emission, plug the color of the image texture into a color ramp, add a math node in "multiply" mode and use it to control the strength of the emission. When using the emission method, you might want to remove the base color input in some cases.
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