Fire effects?

greetings,
I just spent about 2 hours searching for a animated fire/flame plugin to use with AE pro v7 for a project.
I'm surprised at how difficult a time I am having locating a solution.
I found lots of info about eFX Pyro and I really liked the gallery shots I saw of that... but that product seems to have disapeared from the marketplace.
What's the current tool of choice for "photo realistic" fire and smoke effects for use in After Effects?
thanks,
mike

I need to be able to make it look like the actors are manipulating the smoke into letters/words while the camera is flying around them.
Picture pulling on cotton batton or candy floss to form the letters. The letters rise eventually as smoke does naturally. Masking doesn't cut it and that is why I thought using a particle engine would be nice. I love the look of FumeFX but it doesn't plug into AE.
Anybody with any thoughts on how to do this? (or would like to do it for me for a film credit?)

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  • Fire effect in after effects

    alright i saw this video and im not sure how to do this i was trying and i can't really get close this is all in after effects no stock footage or anything
    http://www.youtube.com/watch?v=xqXrSiQxuSE

    The fire effect that I created in the example was
    A 32 Bit Project
    A solid with Fractal Noise pre-composed
    The pre-Comp with Colorama and turbulent displace
    Another nested comp with Fractal noise used as a displacement map
    A duplicate of the nested comp with blur and Colorama
    The footage of a very small flame with a huge blur overlaid using the add mode to give flickering color values to the fire
    A little more blur and Colorama, hue/saturation, Tri-Tone and probably some other color effects on other layers
    Pre-composed all of the above and then duplicated the footage layer, but the fire pre-comp in between the copies.
    Roto the boy walking in on the top copy of the footage layers
    Some light wrap generated with the alpha from the roto, some blur and some more layers.
    Manipulation of opacity blurs and color.
    A bunch of other masks and color effects on duplicates of the fire, the footage and the light wrap layers to complete the effect.
    I don't have the file in front of me but this is a fairly good representation of the 12 step and probably 15 or 20 layer comp it took to pull off the final fire effect. The shot as you see it was then further color graded to enhance the believability of the shot. As Mylenium said fire is not a single click magic button effect even if you pay for a plug-in that specifically was designed to create fire.
    To tell you the truth, even compositing footage of real fire in a scene is a lot more than just a couple of layers and a matte. I've also done that on several projects and it always involved 8 or 10 layers to make it look 'real' to my standard of production.

  • Fire effect problem!

    Hello everybody! I am currently following a tutorial on how creating a fire effect on my title.
    However, after a considerable number of time, I still cannot get the same result of this guy: https://www.youtube.com/watch?v=bScd6fvRxZk.
    Since the tutorial is in italian, I'll tell you here what I think might be the problem
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    Colorama is an effect that is very hard to understand at first. I would suggest type Colorama After Effects search field at the top right corner of the application and follow the first four links that come up.

  • How to simulate the underwater and fire effect with Java3D

    Hi...My project is a Java 3D game and it need to have underwater and fire effect, but I dont know how to simulate them with Java3D best..Can anyone give me some ways to make them..thank..

    You'll have to describe what effect you are looking for. Are you trying to model the surface of the water or do you want your scene to appear to be under the water? A surface can be done similar to a terrain but with transparency added to the geometry. Underwater effects would be tough if you want to distort the view of the scene. You might be able to get away with changing the field of view to be wider or rendering each frame yourself.
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  • Fire effect

    I need help finding a fire effect for a Final Cut Express HD 3.5 or in Imovie. I have some footage but I need to make it look like a fire is going through it.
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    Yeah, I once got a mate to help me set fire to things and filmed it.
    Burnt stuff over a black background, blue background.
    Gas flames,
    paper burning.
    Easy to composite, and has been used LOTS of times.
    Nothing beats real flames.
    Those fake ones look flaky!
    The easiest thing to do is get a cheap can of hairspray and a lighter.
    Place the camera a distance away, and zoom in.
    I found black back best.
    Wait till night time,
    shutter fast, aperture wide open,
    Fire some bursts of hairspray and light.
    Be careful though.
    Still worst case and you might have $10,000 from AFV!

  • Anyone know of a good AS3 fire effect tutorial?

    It needs to be realistic looking fire. I'd also like the
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    with either flash 8 or AS2 or something that is nothing like what
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    Even if its just a tutorial on how to make a box with
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    Have you seen Seb Lee Delisle's particles? He has an AS 3.0
    class for them and he's been able to mimic smoke, sparks, etc. You
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  • Rocket flames and exhaust special effect (2D graphics)

    Hi, does anyone have a 2D special effect for drawing a rocket's flames and exhaust that they would be willing to share (open source only please)? Or, could anyone at least post some hints on how to make some cool special effects?
    Thank you.

    This sounds like a good place to use a variation of the classic "fire algorithm". It's simpler than a full-fledged "particle system" but can still deliver striking results when done correctly.
    The basic principle of the "fire algorithm" is like this:
    First, you need a 2d array. For this sort of thing I'd probably suggest around 30 wide by 60 high. This is for pixel values that, in most implementations, range from 0 to 255. It starts out with zeros, of course.
    Actually, you'll need two identical arrays.
    Now, for each iteration of the flame animation:
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    While calculating the new values for all the pixels, also subtract 1 or 2 so the flame gets darker as it reaches the top. Negative values become zero.
    For the bottom row, simply set each pixel to random values. (Although, for a more thrust-like flame, use low values near the borders and high values for the center.) This, combined with the blurring/scrolling effect, is what creates the lovely animated fire effect.
    Rather than copy one array to the other for each iteration, I think it's possible to simply swap them. With some clever changes to the algorithm, it's even possible to get by with using only one array, but it's probably more trouble than it's worth.
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    You'll need a palette, probably divided into three bands: White fading to yellow, yellow fading to red, then red fading to transparent. (Red with an alpha value of zero would probably work best.)
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  • Using a FireFX Class

    I found this class today which is really cool:
    http://www.gskinner.com/blog/archives/2007/11/fire_effect_com.html
    However, I've never used a public class before.  I've been reading up on them all morning.  I'll provide the code for it here as well.  Anyway, the author also provides a sample application using the class; however, it's a bit different than what I've been reading.  He doesn't call the class in his code;however, it seems he has the class in his library, which is news to me.
    Anyway, the biggest thing I'm after is trying to design my own application calling this class and just hardcoding the fire aspects in my application.  However, I'm coming up empty at every angle.  Any help would be much appreciated!
    Here's the class he created:
    * FireFX by Grant Skinner. May 30, 2007
    * Visit www.gskinner.com/blog for documentation, updates and more free code.
    * You may distribute and modify this class freely, provided that you leave this header intact,
    * and add appropriate headers to indicate your changes. Credit is appreciated in applications
    * that use this code, but is not required.
    * Please contact [email protected] for more information.
    package com.gskinner.effects {
                import flash.display.BitmapData;
                import flash.geom.Matrix;
                import flash.geom.Point;
                import flash.geom.ColorTransform;
                import flash.filters.ColorMatrixFilter;
                import flash.filters.BlurFilter;
                import flash.filters.DisplacementMapFilter;
                import flash.display.Sprite;
                import flash.display.MovieClip;
                import flash.events.Event;
                import flash.display.Bitmap;
                import flash.display.DisplayObject;
                public class FireFX extends Sprite {
                            private var _fadeRate:Number=0.4;
                            private var _distortionScale:Number=0.4;
                            private var _distortion:Number=0.5;
                            private var _flameHeight:Number=0.3;
                            private var _flameSpread:Number=0.3;
                            private var _blueFlame:Boolean = false;
                            private var _smoke:Number = 0;
                // private properties:
                            // display elements:
                            private var displayBmp:BitmapData;
                            private var scratchBmp:BitmapData;
                            private var perlinBmp:BitmapData;
                            // geom:
                            private var mtx:Matrix;
                            private var pnt:Point;
                            private var drawColorTransform:ColorTransform;
                            // filters:
                            private var fireCMF:ColorMatrixFilter;
                            private var dispMapF:DisplacementMapFilter;
                            private var blurF:BlurFilter;
                            // other:
                            private var endCount:Number;
                            private var bmpsValid:Boolean=false;
                            private var perlinValid:Boolean=false;
                            private var filtersValid:Boolean=false;
                            private var _target:DisplayObject;
                            public function FireFX() {
                                        var frame:DisplayObject = getChildAt(0);
                                        frame.visible = false;
                                        frame.height = height;
                                        frame.width = width;
                                        scaleX = scaleY = 1;
                                        mtx = new Matrix();
                                        pnt = new Point();
                                        startFire();
                            // getter/setters:
                            override public function set width(value:Number):void {
                                        bmpsValid &&= (value == width);
                                        super.width = value|0;
                            override public function get width():Number {
                                        return super.width;
                            override public function set height(value:Number):void {
                                        bmpsValid &&= (value == height);
                                        super.height = value|0;
                            override public function get height():Number {
                                        return super.height;
                            [Inspectable(defaultValue=0.4,name='fadeRate (0-1)')]
             * Sets the rate that flames fade as they move up. 0 is slowest, 1 is fastest.
             * @default 0.4
                            public function set fadeRate(value:Number):void {
                                        filtersValid &&= (value == _fadeRate);
                                        _fadeRate = value;
                            public function get fadeRate():Number {
                                        return _fadeRate;
                            [Inspectable(defaultValue=0.4,name='distortionScale (0-1)')]
             * Sets the scale of flame distortion. 0.1 is tiny and chaotic, 1 is large and smooth.
             * @default 0.4
                            public function set distortionScale(value:Number):void {
                                        perlinValid &&= (value == _distortionScale);
                                        _distortionScale = value;
                            public function get distortionScale():Number {
                                        return _distortionScale;
                            [Inspectable(defaultValue=0.4,name='distortion (0-1)')]
             * Sets the amount of distortion. 0.1 is little, 1 is chaotic.
             * @default 0.4
                            public function set distortion(value:Number):void {
                                        filtersValid &&= (value == _fadeRate);
                                        _distortion = value;
                            public function get distortion():Number {
                                        return _distortion;
                            [Inspectable(defaultValue=0.3,name='flameHeight (0-1)')]
             * Sets the how high the flame will burn. 0 is zero gravity, 1 is a bonfire.
             * @default 0.3
                            public function set flameHeight(value:Number):void {
                                        perlinValid &&= (value == _flameHeight);
                                        _flameHeight = value;
                            public function get flameHeight():Number {
                                        return _flameHeight;
                            [Inspectable(defaultValue=0.3,name='flameSpread (0-1)')]
             * Sets the how much the fire will spread out around the target. 0 is no spread, 1 is a lot.
             * @default 0.3
                            public function set flameSpread(value:Number):void {
                                        filtersValid &&= (value == _flameSpread);
                                        _flameSpread = value;
                            public function get flameSpread():Number {
                                        return _flameSpread;
                            [Inspectable(defaultValue=false,name='blueFlame')]
             * Indicates whether it should use a blue or red flame.
             * @default false
                            public function set blueFlame(value:Boolean):void {
                                        filtersValid &&= (value == _blueFlame);
                                        _blueFlame = value;
                            public function get blueFlame():Boolean {
                                        return _blueFlame;
                            [Inspectable(defaultValue=0,name='smoke (0-1)')]
             * Sets the amount of smoke. 0 little, 1 lots.
             * @default 0
                            public function set smoke(value:Number):void {
                                        filtersValid &&= (value == _smoke);
                                        _smoke = value;
                            public function get smoke():Number {
                                        return _smoke;
                            [Inspectable(defaultValue='',name='target')]
             * Sets the amount of smoke. 0 little, 1 lots.
             * @default
                            public function set targetName(value:String):void {
                                        var targ:DisplayObject = parent.getChildByName(value);
                                        if (targ == null) {
                                                    try { targ = parent[value] as DisplayObject; }
                                                    catch (e:*) {}
                                        target = targ;
             * Defines the shape of the fire. The fire will burn upwards, so it should be near the bottom, and centered in the FireFX component.
             * @default
                            public function set target(value:DisplayObject):void {
                                        _target = value;
                                        clear();
                            public function get target():DisplayObject {
                                        return _target;
             * Clears the fire.
                            public function clear():void {
                                        if (displayBmp) {
                                                    displayBmp.fillRect(displayBmp.rect,0);
             * Stops the fire effect after letting it burn down over 20 frames.
                            public function stopFire():void {
                                        // let the fire burn down for 20 frames:
                                        if (endCount == 0) { endCount = 20; }
                            private function updateBitmaps():void {
                                        if (displayBmp) {
                                                    displayBmp.dispose();
                                                    displayBmp = null;
                                                    scratchBmp.dispose();
                                                    scratchBmp = null;
                                                    perlinBmp.dispose();
                                                    perlinBmp = null;
                                        displayBmp = new BitmapData(width, height, true, 0);
                                        scratchBmp = displayBmp.clone();
                                        perlinBmp = new BitmapData(width*3, height*3, false, 0);
                                        while (numChildren) { removeChildAt(0); }
                                        addChild(new Bitmap(displayBmp));
                                        updatePerlin();
                                        updateFilters();
                                        bmpsValid = true;
                            private function updatePerlin():void {
                                        perlinBmp.perlinNoise(30*_distortionScale,20*_distortionScale,1,-Math.random()*1000|0,fals e,true,1|2,false);
                                        perlinBmp.colorTransform(perlinBmp.rect,new ColorTransform(1,  1-_flameHeight*0.5  ,1,1,0,0,0,0));
                                        perlinValid = true;
                            function updateFilters():void {
                                        if (_blueFlame) {
                                                    fireCMF = new ColorMatrixFilter([0.8-0.55*_fadeRate,0,0,0,0,
                                                                                                                                                     0,0.93-0.48*_fadeRate,0,0,0,
                                                                                                                                                     0,0.1,0.96-0.35*_fadeRate,0,0,
                                                                                                                                                     0,0.1,0,1,-25+_smoke*24]);
                                                    drawColorTransform = new ColorTransform(0,0,0,1,210,240,255,0);
                                        } else {
                                                    fireCMF = new ColorMatrixFilter([0.96-0.35*_fadeRate,0.1,0,0,-1,
                                                                                                                                                     0,0.9-0.45*_fadeRate,0,0,0,
                                                                                                                                                     0,0,0.8-0.55*_fadeRate,0,0,
                                                                                                                                                     0,0.1,0,1,-25+_smoke*24]);
                                                    drawColorTransform = new ColorTransform(0,0,0,1,255,255,210,0);
                                        dispMapF = new DisplacementMapFilter(perlinBmp,pnt,1,2,14*_distortion,-30,"clamp");
                                        blurF = new BlurFilter(32*_flameSpread,32*_flameSpread,1);
                                        filtersValid = true;
                            private function startFire():void {
                                        endCount = 0;
                                        addEventListener(Event.ENTER_FRAME,doFire);
                            private function doFire(evt:Event):void {
                                        if (_target == null) { return; }
                                        if (!bmpsValid) { updateBitmaps(); }
                                        if (!perlinValid) { updatePerlin(); }
                                        if (!filtersValid) { updateFilters(); }
                                        if (endCount == 0) {
                                                    var drawMtx:Matrix = _target.transform.matrix;
                                                    drawMtx.tx = _target.x-x;
                                                    drawMtx.ty = _target.y-y;
                                                    scratchBmp.fillRect(scratchBmp.rect,0);
                                                    drawColorTransform.alphaOffset = -Math.random()*200|0;
                                                    scratchBmp.draw(_target,drawMtx,drawColorTransform,"add");
                                                    scratchBmp.applyFilter(scratchBmp,scratchBmp.rect,pnt,blurF);
                                                    displayBmp.draw(scratchBmp,mtx,null,"add");
                                        dispMapF.mapPoint = new Point( -Math.random()*(perlinBmp.width-displayBmp.width)|0, -Math.random()*(perlinBmp.height-displayBmp.height)|0 );
                                        displayBmp.applyFilter(displayBmp,displayBmp.rect,pnt,dispMapF);
                                        displayBmp.applyFilter(displayBmp,displayBmp.rect,pnt,fireCMF);
                                        if (endCount != 0 && --endCount == 0) {
                                                    removeEventListener(Event.ENTER_FRAME,doFire);
    Then, this is the sample application he gave:
    import fl.controls.Slider;
    import fl.controls.Label;
    import fl.events.SliderEvent;
    var params:Array = ["distortion","distortionScale","fadeRate","flameHeight","flameSpread","smoke"]
    var l:uint = params.length;
    for (var i:uint=0; i<l; i++) {
                var label:TextField = new TextField();
                label.textColor = 0;
                label.text = params[i];
                label.width = 140;
                label.x = 350;
                label.y = 55+50*i;
                addChild(label);
                label = new TextField();
                label.textColor = 0x999999;
                label.text = "0.35";
                label.name = params[i]+"fld";
                label.width = 30;
                label.x = 490;
                label.y  = 55+50*i;
                addChild(label);
                var slider:Slider = new Slider();
                slider.name = params[i];
                slider.minimum = -2;
                slider.maximum = 2;
                slider.addEventListener(SliderEvent.THUMB_DRAG,handleSlider);
                addChild(slider);
                slider.x = 350;
                slider.width = 170;
                slider.y = 75+50*i;
                slider.snapInterval = 0.05;
                slider.value = 0.35;
                fireFX[params[i]] = 0.35;
    function handleSlider(evt:SliderEvent):void {
                fireFX[evt.target.name] = evt.target.value;
                (getChildByName(evt.target.name+"fld") as TextField).text = String(evt.target.value);
    blueFlame.addEventListener(Event.CHANGE,handleCheckBox);
    hideText.addEventListener(Event.CHANGE,handleCheckBox);
    function handleCheckBox(evt:Event):void {
                fireFX.blueFlame = blueFlame.selected;
                obj.visible = !hideText.selected;
    Thanks again.

    Looks like he has fireFX instance on the timeline. Most probably this instances symbol base class is com.gskinner.effects.FireFX
    You just need to create a directory structure that reflects his package:
    com/gskinner/effects/
    where you place his FireFX.as
    Or, alternatively, you can remove package path from the class header and place FireFx where all you classes (or your application) are:
    package com.gskinner.effects {
    to
    package {
    Then you will just need to instantiate the class.

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