Plastic fire shader

Hi Guys,

I’m pretty new to shading, trying to make a shader wich would replicate this look for the fire -

https://www.tsume-art.com/storage/app/uploads/public/65b/13c/8c8/thumb__0x752_0_0_crop.jpg

Anyone any tips on how to achieve this? I tried to make an sss material with darker subsurface values but didn;t have much luck.

Thanks,

Dan

Might work better if you treat it as glass with a mix of volumetric. It looks more transparent than translucent anyways.

yep, makes sense. It’s kinda hard to control the color based on thickness though, is there a trick to get that attribute? tried the geo node or the light path but didn’t have much luck.

You could try and throw some subsurface scattering on top of the glass shader, maybe. See how that goes.

I googled up how that’d turn out, and came up with this. It’s not exactly what you’re looking for, but it’s close enough that it makes me think you could achieve the desired effect with some tweaking.

thanks, I’ll give it a go. Had troubles getting darker sss values working with a lighter material, need to play with it some more.

I’m not sure this material is possible to create procedurally.

What you almost need is inverse absorption whereby the thicker parts absorb less than the thinner or where the colour of the material can be set based on the length of the ray passing through it.

The easiest way would probably be to grab a simple orange/yellow glass or plastic shader, then texture paint and blend the darker oranges and reds manually.

ye, it might come to that. wanted to avoid painting maps since it’s just for previz and the asset might change a couple times down the road. anyhow, as a last resort I think painting maps is what it’s gonna be - I just wish there was a node for selecting geo thickness.

Actually - I did have a thought last night. If your geometry is similar to the image (i.e. spikey fire), could you not use the ‘pointiness’ node to drive the colour change.

Run the pointiness parameter through a red/orange/yellow colour ramp.

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good idea, I’ll give that a go. thanks! I wish they’d make that work in eevee as well soon.

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that’s it, thanks so much sir! you rock!

Before we had volume absorption we used a ray distance trick to fake it. Would messing around with that be something to have a look at?

That was the first thing I tried - but it wasn’t very successful.

It’s been a while since I used that technique, however it seemed to be very much view dependent and the material changed significantly with the distance from the camera.