Create a simple plane for the fireplace and select it in the viewport.
In the Asset Editor, create an Emissive material and name it Fire. Assign the material to the selected plane.
Plug a Bitmap texture to the Emissive Color slot and load a fire image.
Right-click on the plane in the viewport and select V-Ray UV Tool > Tri-Planar Projection (Fit) to fit the Bitmap into the plane.
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Don’t forget to enable the Emissive parameters’ advanced mode from the Toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab. It gives you access to even more options for detailed tweaking.
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To avoid manipulation of the bitmap UV parameters, you can create the plane with the same size as the fire texture. Then scale it to fit the fireplace sizeuse the File > Import menu. Select the image and directly place it in the viewport. Then right-click on the object (e.g. the plane) and select Explode. Group the object again and apply the Emissive material on it.
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5%
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45%
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50%
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Copy the Bitmap texture and paste it as a copy in the Transparency slot of the Emissive material.
Enable the Invert Texture option from the Color Management rollout of the transparency texture.
Now let’s make some final tweaks on the Emissive material.
Keep the Compensate EV option enabled. This way it is easier to find the right values when tweaking the material.Adjust the Color multiplier to 3 to boost the color.
You can also boost or lower the Color and Intensity multipliersto make the flames stronger or weaker.
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You can also change the Emissive material’s color from the color swatch to further modify the color.
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Let's adjust the multiplier to 3 here to boost the color.
Keep the Emit On Back Side option enabled so the flames emit light from the back side of the plane as well.