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Burning Room

Exploring fire vfx using shaders, textures, and masks

Testing some Look Up Tables (LUTs)

The main shape texture is distorted using two noise textures and a global UV. A Look-Up Table (LUT) is then applied to define the color. Inspired by the fire VFX Simon Trümpler presented in his talk about the game RIME.

This shader uses two textures to distort a main shape. An RGB-packed texture holds the shape in R and a distortion mask in G. B isn’t used for now, but could store an erosion map. The main shape greatly changes how the fire looks.

It's possible to control the distortion separately on the X and Y axes. The curling texture is inspired by Bruno Afonseca's course on Substance Designer, available here on ArtStation. The other texture is a Perlin noise.