Unreal Engine 4 Fire Material & Effects

A simple, yet realistic fire material & material instances that allow for a wide variety of fire "types" (calm, turbulent, liquid/gas/solid-fueled) and three effects showcasing the versatility of the material. Material uses a single seamless flame texture made in Photoshop from a photo of fire as well as a noise and shape mask made from scratch in Photoshop. Depth fade is used to make flame color blue where it is very close to any object (supposed fuel source) to imitate the look of real fire. Dynamic Parameter controls the X & Y offset as well as texture sample rotation per-particle to maintain random variation while still keeping panning & UV distortion directions consisted throughout the effect.
Original fire material, calm, and turbulent flire effects created during Fabio Silva's 2018 CGMA course "Visual Effects for Games" and then remade after the course per Fabio's feedback, as well as to meet some of my own goals for this material/effect.

Unreal Engine 4 Fire Effect

Fire material. Uses Dynamic Parameter to randomize flames and distortion per particle as well as blend between the photoreal flame and the Particle color. Depth fade controls blue flame near fuel source.

Fire material. Uses Dynamic Parameter to randomize flames and distortion per particle as well as blend between the photoreal flame and the Particle color. Depth fade controls blue flame near fuel source.

Material Instance showing variables for altering flame properties

Material Instance showing variables for altering flame properties

The mixture of ember particles used in the turbulent fire version. Intermittent bursts from the fuel source as well as some embers that burst mid air.

The mixture of ember particles used in the turbulent fire version. Intermittent bursts from the fuel source as well as some embers that burst mid air.

Smoke emitter. Particle color begins its life as  orange and lightly emissive to fake lighting from the flame, and blends to the color you would expect of smoke as it moves away from the source.

Smoke emitter. Particle color begins its life as orange and lightly emissive to fake lighting from the flame, and blends to the color you would expect of smoke as it moves away from the source.

Complete turbulent flame against black background. Includes flames, light, heat distortion (refraction) as well as embers and smoke.

Complete turbulent flame against black background. Includes flames, light, heat distortion (refraction) as well as embers and smoke.