Ever have a scene where you need fire in it but just cant get it right? Well this will help you then! For this tutorial I am using blender 2.41.
Open up blender and delete the cube that is set in the center of the screen by default. Hit Space Bar - Add - Mesh - UV Sphere. set the segments and ring to 12. You should have something like this:

Now hit Tab to get out of Edit Mode, select the UV Sphere. Now we need to color it. So go to shading (F5) and then materials click Add New then use these settings:

Now this sphere will be the base, or where the fire is coming from. You do not need this if you are using something like a torch.
Create another UV Sphere: Hit Space Bar - Add - Mesh - UV Sphere and set the segments and rings to 12.
You should already be in edit mode, but if you aren't hit tab to enter it. Now hit the A key to select all vertexes and go to editing (F9).
Start off by turning subsurf on. This involves modifiers. So click on add modifier and then subsurf.

Use these settings for it:

The levels are how many times it is subsurfed in the 3D window, this won't affect your render. The render levels is how many time its subsurfed in the render, I usually set this one to 3 to make it nice and smooth.
With all the vertexes selected we need to make them more random in placement. To do this under editing look at Mesh Tools, you should see a button that says Fractal click it and then change ran face to 100, do this same step 2 or 3 times.
Now go to shading (F5) and click Add New, use these color settings. please note that the fire can be any color you want, from blue to green.

Make sure you have the A (stands for alpha) set to 312.
Look over at the shaders and click Halo. Use these settings below:

There you have it, now if you render it should turn out something like this (AO on):

Click here to download the file
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