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Anonymous1769454418
01-27 19:09
Model Name
flamethrower flame 3d model
Tags
props
rendering
realistic
Prompt
Create a high-fidelity volumetric flamethrower effect that mimics the aesthetic of a VDB-to-Mesh fluid simulation. Visual & Physics Requirements: Emission Source: The flame must originate as a tight, high-velocity jet of white-hot incandescent plasma from the nozzle, representing high pressure. Turbulent Expansion: As the stream travels forward, it should rapidly expand into rolling, billowing plumes of fire. Use curl noise or vorticity confinement to simulate the chaotic swirling of burning fuel. Color Gradient (Temperature-Based): Core: Blinding white/yellow (highest temperature). Mid-tones: Rich orange and deep red as the flame cools. Edges/Tail: Dissipate into dark, volumetric gray/black smoke. Motion Characteristics: The animation must be smooth and fluid (60fps), with the fire looking 'heavy' and physical, not like a flat video sprite. The flames should lick forward aggressively, maintaining a directional momentum. Technical Execution: Use a ray-marched volumetric shader or a high-density GPU particle system with additive blending for the core and alpha-blending for the smoke. Ensure the texture has a 'thick' gaseous feel, similar to an Alembic bake." Why this works: "VDB-to-Mesh / Alembic Bake": This directly references the technique used in the Sketchfab model you linked. It tells the AI you want that specific "chunky," realistic 3D fluid look, not just a 2D particle effect. "Curl Noise / Vorticity": These are the math terms for the specific way real smoke and fire curl around themselves. "Incandescent Plasma": Ensures the start of the flame looks powerful and bright, not weak.
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