Creates a wildfire. Simulation settings not given use DEFAULT_FIRE, the look DEFAULT_WILDFIRE_LOOK.
State field receiving burn scars, if any.
The plume grid, if look.grid.enabled.
ReadonlylightLight at the front.
ReadonlylightingSun and sky light the smoke is lit by (filled from the scene every update).
Resolved look.
ReadonlyobjectAdd this to your scene.
ReadonlysimThe simulation.
The particle systems (rebuilt when counts or quality change).
ReadonlytexturePer-cell data (R ground glow, G burn scar, B ash share, A front intensity), linear filtered.
ReadonlyuniformsShader uniforms.
Grid minimum relative to render zero (xy) and size (zw).
How much the plume dims the sun at the camera, 0…1 (see Wildfire.smokeOcclusionAt).
Mean wind over the front, (x, 0, z) m/s.
Simulation settings (see FireSim.options).
Uses this renderer and camera for the particle passes (otherwise they are picked up from the first render).
Optionalcamera: Camera | nullAdds bloom to a post-processing colour node when look.bloom.enabled (else returns it unchanged).
Rebuild your pipeline's output node after toggling enabled; strength, radius and threshold are live.
Removes the fire from the scene and frees GPU resources.
Ground glow 0…1 at (x, z) (CPU).
Starts a fire at (x, z) (frame coordinates); see FireSim.ignite.
Optionalradius: numberOptionaltime: numberburn, heat and ash as TSL nodes at a render-space XZ position (default positionWorld.xz),
zero outside the grid. Sampled with a smooth, slightly warped filter so cell edges never show.
Replaces all settings (anything not given goes back to defaults). Scheduled ignitions are kept unless given.
Merges input (simulation settings and/or look) into the current settings.
Sets the frame position at render-space zero (floating origin), [x, y, z].
How much the smoke plume dims the sun at frame position (x, z), 0…1 (a Gaussian plume from the
front, bent downwind). Sky and lighting can read it, or the live Wildfire.uniforms
smokeOcclusion at the camera.
Sunlight transmittance (linear RGB) through the plume at (x, z): dims and reddens.
Runs the simulation towards time seconds, refreshes the sources, texture, light and field, and
advances the GPU particles by dt real seconds (default: measured). Spends at most budget
milliseconds simulating per call; a big fire or a fast clock catches up over the next frames.
Optionaldt: number
A rendered wildfire: a FireSim drawn with
threejs-particlesGPU systems. Flames and embers come only from the active front (recently ignited cells, weighted by intensity), smoke from the front plus wisps from smouldering and freshly burnt ground; a coarse grid carries the fire's heat up into a plume that bends downwind and self-shadows. Also a flickering light at the front, a data texture of ground glow, burn scars and ash for other materials (Wildfire.node), burn scars written into a StateField, and a smoke-occlusion estimate for sky and lighting.Example