Control flames and smoke for combustion

Combustion simulations produce explosive fireballs of flammable gases by default. You can adjust their settings to produce a variety of different scenarios, such as a campfire or a candle flame.

Scale is important

The size of emission sources and other objects has a large effect on the appearance of flames. Depending on the scale to which the scene is modeled, you should adjust scene_units_in_meters on the aero_solver_settings node. For example, if 1 grid unit represents 1 centimeter in the scene, set this value to 0.01.

Control the height of flames

To make a combustion simulation look more like a burning solid fuel and less like a fireball, you can control the size and height of flames. There are several ways to do this, using a combination of the following techniques:

Control smoke

There are several settings that help control the amount of smoke.

Ignite fuel with a flame

You can use one fuel source to ignite another fuel source, like a match that sets kindling on fire.

To do this, you need two separate chains of source_air and source_fuel nodes: the first one for the source that is already burning, and the second one for the source that gets ignited later. Each of these should be connected to the sources input of the simulate_aero node.

To prevent the second fuel source from igniting immediately, adjust its settings so that temperature on the source_air node is lower than ignition_temperature on the source_fuel node.

Animate the first source in the scene so that it approaches very close to or touches the second source. Two parameters on the combustion_settings node control how the second source ignites: