When you don't want to spend half hour simulating and baking for a simple fire, this shader comes to the rescue! Procedural Smoke & Fire doesn't require smoke simulation and baking - it's all procedural textures. Working with Eevee and Cycles - using it with Cycles is quite heavy on performance though.
How to use
The easiest way is to append one of the four example objects from the .blend file into your project and fiddle with the parameters until you are happy with the result. You can also create a box yourself, append the Node Group and build a Shader with it.
Base Radius controlls the radius of the fire at the bottom of the domain box.
Spread controlls how much the smoke spreads when it goes up - can also be set to negative values to
Detail controlls the detail of the internal noise textures.
Voronoi Scale controlls the scale of the primary smoke clouds
Noise Scale controlls the scale of the smoke details
Noise Influence controlls the strength of the smoke details
Smoke Density Density of the Volume Shader
Smoke Anisotropy Controlls Anitropy of the Volume Shader (Backward or forward scattering direction)
Smoke Color does exactly what you'd expect.
Fire strength Brightness of the Fire
Fire Height Controlls how far up the domain box the flame reaches.
Fire Volume Higher values result in a voluminous fire, lower values in whispy disconnected flames. Can be set to values >1.0 by typing them in.
Fire Tint controlls the fire color.
Fire Noise Scale scale of the fire details (the noise texture is subtracted from the main flame)
Fire Speed controlls how much faster the fire rises than the smoke (multiplier for the time value used only by the fire)
Time is used for animating the fire. 1.0 is ca. equal to 1 second. The easiest way to animate it steady-going, is to use an expression. For example type in #frame/24 into the number field to make the value increase by 1.0 per second..
For requests and suggestions, Tweet @simonstoschu