Creating Realistic Fire and Smoke in Blender Cycles

Published on January 06, 2026 | Translated from Spanish
Volumetric material setup for fire and smoke in Blender Cycles showing nodes and render parameters

The Transition from the Internal Engine to Cycles

If you already master creating fire and smoke in Blender's internal engine, you'll discover that Cycles offers a much higher level of realism, but requires a completely different approach. Where the internal engine uses render tricks, Cycles physically simulates light interacting with volumes, creating spectacularly realistic results that are more complex to configure.

The key is understanding that in Cycles, fire and smoke are not just visual appearances, but volumetric media that absorb, scatter, and emit light. This physical approximation is what produces that impressive realism, but it also demands an understanding of how volumetric materials work.

In Cycles, fire is not painted, it is lit from within

Basic Domain and Flow Setup

Before materials, you need a solid simulation. The domain and flows are configured the same as in the internal engine, but with specific considerations for Cycles.

Volumetric Materials for Cycles

This is the biggest difference with the internal engine. In Cycles you create volumetric materials using the Principled Volume node which controls how light interacts with the smoke and fire.

The Principled Volume node combines scattering, absorption, and emission in a unified interface. For fire, you mainly work with emission controlled by temperature 😊

Essential Nodes for Advanced Control

The power of Cycles lies in the node editor. These nodes transform raw simulation data into believable fire and smoke.

Use Color Ramp to convert temperature into fire colors and Math nodes to adjust emission intensity. The temperature-to-color curve is your artist's palette.

Lighting Setup for Volumetrics

Volumes in Cycles need specific lighting. Unlike surfaces, volumes are lit from within and require special configuration.

Fire is seen mainly by its self-illumination, but smoke needs external light to be visible. A perfect balance requires both sources.

Complete Shader Node Setup

This node setup produces realistic fire and smoke. Connect it in the Volume slot of your domain material.

The magic happens when you separate smoke and fire into different branches of the node tree, then mix them appropriately. This gives independent control over each element.

Render Optimization for Volumes