Basic Fire


This compound lets you create a basic fire simulation that uses noise to add realism to the movement.

Plug its Execute output into a port on the ICETree node.

You can also choose Particles Create Particles Basic Fire from the ICE toolbar and then pick an emitter object to create fire using this compound.

Tasks: Particles/Presets

Output Ports: Execute


Plug in the geometry from which you want to emit particles. This must be a geometry with a surface. You can plug multiple geometries into this emitter.


Defines the particle color based on the colors in the gradient bar.

  • You can set the color in each box below the gradient by selecting it and then using the color sliders.

  • You can add more boxes by clicking anywhere beneath the gradient, or remove boxes by selecting them and pressing Delete.

  • Set the position of each box by dragging it, or enter a value between 0 and 1 in the Pos text box below.

  • Drag the small circles above the gradient to set the range of each color defined in a box.

See Gradient for more information.

Directional Factor

Sets the speed of the Perlin noise. The initial speed of the particles is overridden by this value.

Perlin Factor

Perlin noise has spatial coherence, meaning that several different points in roughly the same location in space tend to have similar noise added to them. It interpolates between the random values. This allows for the creation of particle "streams" within a noise field.

Perlin noise can help make objects more natural-looking by imitating the controlled random appearance of elements found in nature; that is, there is structure to the noise while still appearing fairly random.


Defines how large the particle is. This value is the particle radius, but the particle display size is the diameter. For example, if the Size value (radius) is 1, the diameter (display) size is 2.

See ICE Particle Size [ICE Particle Simulations] for more information.

Space Frequency

Changes the noise frequency of the turbulence in global space using the XYZ coordinates you specify.


Plug in the Value output from a surface object to act as the boundary, which is an obstacle object to the particle flow.

This must be a geometry with a surface. You can plug multiple geometries into this emitter.


Adds a fractal-like complexity to the noise which increases the level of detail of the noise pattern.

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