I’ve got sparkfire going as the closest thing. I don’t think the arduino based code will work on the PB so I was curious if anyone came across anything like this.

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He’s actually about to open source his led code wrapper, sits on top of FastLED,etc and adds a few standards like circles, lines, and so on, and some directional wipes/etc.

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This sounds awesome! I will start tinkering with it as soon as my little one is in bed. I had all kinds of crazy ideas for candy corn going along the roof and candy canes (1D stix). This is probably the most helpful forum i’ve been on in a long time!

There are a lot of fire simulator patterns, and folding the various techniques/methods into a customizable pattern would be good.

Although it’s not 1D (for now) Doom Fire has color control. You can set the base hue to anything you want, and the rest of the fire colors are determined by the “temperature” - basically small random shifts in hue, plus desaturation (towards white) as it heats up. Try the updated 2.0 version from the library, set it in “Dragon” mode, crank the flames up a bit, add a little wind and…

We also lack pallette support currently, which would allow further tweaking, not just to slightly tweak the color scheme but to allow things like “coldfire” (a blue fire), for example.

OK, here’s a version of sparkfire where you can play with all the parameters with sliders. I also added a way to select how white the hottest parts get. Note that this uses pow() inside render(), which is a classic way to slow down your framerate Once you’ve found the right level of whiteness / saturation, you can make things faster by replacing it with similar math that doesn’t use pow().

To me, it looks like spark fire, and maybe a 2d spark fire that could be just multiple lines of spark fire (no horizontal heat transfer).

There are a handful of 1D and 2D fire patterns. If none of them is enough of a match, we can look at his particular code and figure out what it does differently.

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We also lack pallette support currently, which would allow further tweaking, not just to slightly tweak the color scheme but to allow things like “coldfire” (a blue fire), for example.

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For the next version of PB, I’m thinking we should refactor Sparkfire to generate new sparks at a probabilistic rate, instead of one that depends so much on recycling the cooled sparks that made it to the end.

Yep! this is very cool! I’ve got it running and I see what you mean by it being very dependent upon the number of pixels I have going. So it got me wondering, since the gable above the garage is about 90 pixels and the two smaller gables are only 40-60, is it possible to have each of the strands running different settings (slider options)? So channel 1 would have a different speed/acceleration LED count than channel 2 etc, etc…

I’m thinking this might be a fun November theme for a contest… Make the best looking fire in 1D or 2D… Graded on things like realism, adjustability, and so on.

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We really don’t have any patterns with palettes, because we don’t have palettes (yet). Hopefully soon, based on something I know Ben’s doing with arrays, it’ll be easier to do so.

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Dave of Dave’s Garage has just released NightDriver…his esp32 led code all organized. I suspect all of the usual suspects will be poring over the code and playing with it to see what different he did.

The biggest difference in sparkfire is the strobing effect. Too frequently the entire strip of LEDs will flash white. I can’t seem to limit the frequency and or the amount of LEDs that partake in the strobing effect.

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Hey @Jsharkbite - What are the biggest differences between sparkfire and what you see in the video? Are you just referring to how the fire is coming from both sides?

I pre-populated it with parameters that looked good on my 4m of 60/m SK6812 (FYI mine are RGBW). Because sparks regenerate when they get to the end of the strip, your total strip length will affect how much fire is present at once.