A very simple way to setup realistic explosions in the Godot game engine that react to lighting.
- Godot 3.2.3 (https://godotengine.org/)
(and, if you want to create the sprites yourself:)
- Blender 2.80 (https://download.blender.org/release/Blender2.80/)
- 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_280.blend in Blender 2.80 (more recent versions will not work, as the fluid simulator has been overhauled)
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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, make sure the "Scene" and "AreaLight" collections are enabled, and "normals+" and "normals-" are disabled. Render the animation.
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In the Render tab, in Color Management, set "Display Device" to "None". In "Film", uncheck the "Transparent" checkbox.
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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 animations.