Good points, Marty_D. I hadn’t noticed the flame was casting a shadow. Thanks. As for the blue glow, there is a blue glow, but it’s mostly transparent. That can be tweaked to personal taste, and right now I like it the way it is. The blue glow isn’t always there in a candle. I’ve updated the picture and the link to the blend file. No more shadow, and the glow on the wick (there was one before) is more pronounced.
I don’t know. This whole idea was inspired by those fake fires in stores that are made up of orange tissue paper and have fan underneath blowing them. Originally the flame was a softbody and controlled by a wind modifier, which works, but an armature has much more control over it. I tried a fireplace type fire a while back as a softbody with a wind effect, but it didn’t work out that well. That’s not to say it can’t be done this way, but I haven’t needed it for anything, so I didn’t work very long at it. I’m sure someone could work it out.
I’m sorry. I supposed that posting the blend would replace an explanation. There is one mesh that gives the flame it’s shape and color and one mesh that gives the aura. The flame has two simple blend textures, one for the color, and one for the alpha. The aura is simply a cube that’s shaped the same as the flame with a halo material on it. Both are parented to an armature. Very very simple.
I was wondering as I posted this if you had a candle in Alchemy, and if you might “need” this. (It’s so much easier to control than particles. You’ve no idea until you try it.)
I’ve been staring at real candles a long time, we have them at every dinner in our house. Candle flames actually start to look like thin domes of the finest tissue after a while and I’ve wondered if they could be modelled that way rather than generated with particles for some time. Now I’ve finally found a need for them. I was surprised at how easy it was to make, and how nice the result is.
Thanks for all your encouraging words!