Container Properties
--Resolution - 20x20x20
--Size - 2x2x2
--Boundary X - none
--Boundary Y - -Y side
--Boundary Z - none
--The Boundary attributes are kind of confusing at first. None
means that the fluid can pass through the edge of the fluid container(the
box). This does not mean it will render outside the box. Fluids
can only exist within a fluid container. Absolutely. No way around
it. If you are doing a flaming torch, and the torch moves, the
container will have to as well. Also worth noting, the fire in
the container will not react to this movement as it would in real
life. You'd have to use a motion field to simulate the air resistance.
Having a boundary means that the edge of the box will act like
a wall, forcing the fluid to curl back into the box, and if all
of the boundaries are on the box will fill up.
Contents Method
--Temperature - Dynamic Grid
--Fuel - Dynamic Grid
Dynamic Simulation
--Simulation Rate Scale - 2.5
Contents Details
Density
--Density Scale - 1
--Bouyancy - 5.771
--Dissipation - .058
--Diffusion - .003
Velocity
--Swirl - 12
Turbulence
--Strength - .041
Temperature
--Temperature Scale - 2.0
--Bouyancy - 7.024
Fuel
--Fuel Scale - 1.967
--Reaction Speed - .967
Shading
--Transparency - .587 (value)
--Edge Dropoff - .752

--We don't need the color attribute, because we'll
be using incandescence to color our fire. Honestly can't tell you
why, that's just how they did it in the turbulentFlame example.
--You'll need to adjust the ramp with the following
inputs:
--Selected Position - 0
--Interpolation - Smooth
--Selected Color -
H 26.79
S .901
V 22.5
--Selected Position - .736
--Interpolation - Smooth
--Selected Color -
H 17.06
S .873
V 20
--Selected Position - .964
--Interpolation - Smooth
--Selected Color -
H 17.06
S .873
V 0
--Input Bias - .387
Opacity
--This is sort of like a ramp, only different. It's
pretty simple, just click to create a new dot and drag to move it.
If you need to remove one, click on the x box below it.
--Selected Position - .121
--Selected Value - 0
--Selected Position - .171
--Selected Value - .780
--Selected Position - .257
--Selected Value - .420
--Selected Position - .357
--Selected Value - .220
--Selected Position - .543
--Selected Value - 0
--Input Bias - .279
Shading Quality
--Quality - 3
--Render Interpolator - Smooth
Lighting
--If you add lighting you'll need to check Real
Lights, but it increases render times. Self Shadowing will improve
the 3D-ishness of the fire, making it look like it has depth, but
will also increase render times. If you've really got a lot of time
on your hands, turn on Real Lights and then use raytraced shadows
- it looks really cool (although I have never seen a fire that cast
actual shadows).