model
Smoldering Campfire Logs
Get this modelSURENA FORGE | SMOLDERING CAMPFIRE COLLECTION
Prepared 2026-10-12 | Blender 5.2.0 LTS | Validated renderer: Eevee
DELIVERY
Assets/SM_FireCamp_Tripod.blend
Assets/SM_FireCamp_CookingPot.blend
Assets/SM_FireCamp_Logs.blend
Three independent composed models, one per upload. Textures are packed.
Thumbnails/FireCamp__1024.png
Opaque 1024 x 1024 Eevee images. Lighting is presentation-only.
QUICK START
Open one file, or append its FireCamp_ collection into your scene.
Use ROOT_FireCamp_ to move the entire asset. Its origin is centered
on the model's ground footprint at the lowest geometry point, Z=0.
Select CTRL_FireCamp_, Object Properties > Custom Properties.
Use Rendered shading in Eevee. Space plays animation; timeline is 24 fps.
Lighting/camera used for product images are not included in these asset files.
Add your scene's environment lighting; the flickering point light is included.
CONTROLS
Flame_Intensity: ember, spark and point-light brightness. 0 turns glow off.
The historical parameter name is retained; NO visible flame mesh is included.
Smoke_Density: smoke opacity; default 0.4; 0 hides volumetric smoke.
Ember_Color: glow color shared by embers, sparks and the point light.
Wind_Speed: lateral drift multiplier; 0 stops lateral drift/turbulence.
Wind_X / Wind_Y: local horizontal wind direction.
Flicker_Amount / Flicker_Speed: irregular brightness amplitude and speed.
Light_Power: point-light reference wattage before intensity and flicker.
Smoke_Height: local plume height, preset individually for each variant.
Sparks_Size: spark size multiplier; default 0.65; 0 hides sparks.
Speed: smoke and spark travel speed.
Fire_Level: computed output; do not edit it directly.
ORGANIZATION
ROOT_ assembly > GEO_ meshes and FX_ controller/smoke/sparks/light.
SM_ mesh objects, M_ materials, T_ texture images, NG_ shader groups.
Logs/kindling have centered pivots and local X along their length.
Pot assembly pivots at its suspension point and moves as a single part.
Mesh local rotations preserve the useful part axes; assembly rotation is zero
and assembly/geometry scales are one. No physics solver is configured.
TEXTURES AND PERFORMANCE
Shared 2048 x 2048 atlas: BaseColor, Roughness, Metallic, Normal_OpenGL,
Emissive, AmbientOcclusion and optional Height; all packed into each file.
BaseColor/Emissive use sRGB; scalar/normal data use Non-Color.
The normal contains Painter height detail. Duplicate output displacement
was disconnected to avoid adding that detail twice. Optional height remains.
Tripod: 2,638 triangles; CookingPot: 5,190; Logs: 3,102, excluding FX.
Non-destructive Triangulate modifiers give stable evaluated triangles.
Each variant has 22 shared-mesh volumetric envelopes and 64 animated sparks.
Volume rendering can dominate cost; hide FX_ for static use or use fewer
copies of the full effect in large scenes. No frame-rate guarantee is made.
SCOPE
Procedural lifetime animation with wind/fade, not a fluid simulation.
No external cache, Python handler or extra add-on is required for playback.
Frames 1-240 are a preview range, NOT a guaranteed seamless loop.
Eevee has been rendered and checked. Cycles is NOT certified; earlier tests
showed artifacts. Older Blender versions have not been tested.
Not a Pure PBR listing: the complete effect uses procedural volume shaders
and drivers. No Niagara system, collision proxies, LOD chain or lightmap UV
set is included. No Unreal/Unity runtime validation has been performed.
UV presence/range is checked; UV overlap, padding and uniform texel density
are not certified. Open base/support surfaces are intentional surface meshes.
This is a Blender environment prop; do not advertise universal game readiness.
This package contains .blend assets and PNG thumbnails, not new FBX/GLTF exports.
Earlier static FBX and texture exports remain in the separate FireCamp_Delivery
folder; those exports do not contain these Blender-specific live effects.