Campfire VFX

This is my attempt at making a realistic campfire in UE5 using Niagara particle systems; all work was done in Houdini, UE5, and some Maya for the firewood. With this effect, the most difficult (and unoptimized) part of the effect was the lighting. With this lighting, I really wanted to try to replicate realistic shadows with varying flickers set across different light functions. Now, I ended up using too many lights, so if I were to put this in the engine for use in a game, I would remove the Point Lights that I have added to the blueprint.

Video clip of the FX in Engine

This is the Material Graph I used for the Heat Distortion particle.

This is the Material Graph I used for the Heat Distortion particle.

This is the Material Graph that I created for the SubUV Animation for the Fire and the smoke flipbooks.

This is the Material Graph that I created for the SubUV Animation for the Fire and the smoke flipbooks.

This is the Material Function used to simulate the firewood being on 'fire'.

This is the Material Function used to simulate the firewood being on 'fire'.

This is how the Fire was simulated in Houdini, starting with the SideFX LABS Pyro configuration and making changes according to my needs.

This is how the Fire was simulated in Houdini, starting with the SideFX LABS Pyro configuration and making changes according to my needs.

This is how the Smoke was simulated in Houdini, starting with the SideFX LABS Pyro configuration and making changes according to my needs.

This is how the Smoke was simulated in Houdini, starting with the SideFX LABS Pyro configuration and making changes according to my needs.

Here is a screenshot of the Niagara System emitters

Here is a screenshot of the Niagara System emitters