Fire Effect

To make the fire effect it will be easiest to work in a separate file, and then import the effect into your existing scene. So, start out by creating a new Maya file. To view your effect you can render individual frames, but timing will be important, so you may have to batch render every once in a while to check the timing.

Part 1: Particle Sparks

Create a new file

Create a particle emitter

Adjust the emitter's attributes:

Your Emitter should have these basic attributes:

Adjust the particle shape's attributes:

Add fields to the particles:

General info on creating and using fields

Create an Air Field

Create a Turbulence Field

Shade the particles:

For this we will be editing the particle shape's attributes You may have noticed that when you render a frame, there is no particle to be seen. This is because the particles are only rendered as points. There are many ways to render particles, for the sparks we'll use "tubes".

Particles are created with a particle shader, you can create a new one in Hypershade by clicking the Particle Cloud shader under the set of volumetric shaders on the left side of the Hypershade window. Assign this shader to the particles just as you would assign a shader to any object. The particle shader has some unique attributes; Life Color, Life Transparency, and Life Incandescence.

Your particle shader should now look like this:

Part 2: Dynamic Fluid Flames

Now we'll be creating the flames of our fire out of dynamic fluids from scratch!

Create the fluid:

We will start with only one emitter, then duplicate it for more complex fire later.

Create and add emitters:

Adjust the settings of the fluid to be like below:

Part 4: Place the Effect in the scene

Group all of the effect's pieces together (including the particle's shader) and export the group. Import the group into the scene. Adjust the scale of the group to fit in the fireplace. Place the fluids and emitters around the logs so it looks natural. You may need to add collisions to get the particles to stay in the fireplace, without clipping through. It will also be necessary to set the initial state of each of our dynamics systems. This makes the position settings more finalized and should be done last.

Repositioning your effect:

Position your effects around the fire. Scale and move as needed. Rotating dynamic fluids tends to not work, as they keep their "idea" of up, and you won't want your fire burning straight out of the fireplace. If your Fluid doesn't fit you can adjust the fluid's attributes for grid size and resolution.

Set the initial state of your effect: