top of page

Flame Shader

For Fire Spirit

Flame Base:

I created a noise texture to use as my base flame texture after distortion. With different UV Coordinates and panner variations, I was able to get a layered texture base.

image.png
Flame Distortion:

To create the air movement for the flame, I used a Sine node to create a looping noise to drive the distortion.

image.png
Flame Border:

Using similar techniques to create the flame base textures, I create two sets of noises that will be used to mask out the flame border. I added an extra SmoothStep node to smooth the transition.

image.png
Border Masking for Flame Cards:

Having set up the flame cards to have a UV set that the shells cover the entire 0-1 space, I was able to use the component mask to make the cards border transparent.

image.png
Flame Color:

With a gradient map from texcoord node, I could use it as the alpha to lerp three color stages together and multiply the vertex color on the card meshes.

image.png
Fire Cat Mesh Vertex Color Setup:
image.png
Flame Card WPO:

I used a SimpleGrassWind node to add World Position Offset for the flame cards so their movement looked more dynamic.

image.png
Heat Mirage:

To add another layer of detail, I created a noise texture in Substance Designer and run it through Refreaction: 2D Offste to make the heat mirage effect from the flame.

image.png
Graph Overview:
image.png
  • Email
  • LinkedIn

© 2025 by RANRAN JIANG.

bottom of page