(COMING SOON: .blend files to make the sprites and higher quality sprites (less noisy))
A very simple way to setup realistic explosions in the Godot game engine that react to lighting.
- Godot 3.2 Beta 2 (https://godotengine.org/)
(and, if you want to create the sprites yourself:)
- Blender 2.80 (https://www.blender.org/)
- Some software to assemble the animation into a spritesheet (I used Texture Packer - https://www.codeandweb.com/texturepacker )
- Open the project in GodotFiles/Explosion in Godot.
- Edit properties of the explosion by editing "material.tres".
- Emission Fallof Multiplier and Emission Falloff control how fast the flames disappear.
- Emission Color Ramp allows to modify the color of the flames.
- Smoke Color Ramp allows to modify the color of the smoke.
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Open the file smoke.blend in Blender (Note: the file will be provided soon in this repository)
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Select the domain Smoke Domain in the main scene, go to the physics tab and hit bake.
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In the outliner, disable the collections called "normals+" and "normals-", and render the animation.
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In the Render tab, in Color Management, set "Display Device" to "None".
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Change the render output folder to "normals+", disable the "Area" collection and enable "normals+" collection. Render the animation.
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Change the render output folder to "normals-", disable the "normals+" collection and enable "normals-" collection. Render the animation.
Use Texture Packer to create 3 spritesheets, one for each of the 3 previously rendered animation