Rig Bake › Features › Particles, fire, lightning & shader effects
Particles, fire, lightning & shader effects
A real-time VFX toolbox — GPU fluid-simulated fire, spline lightning, particle systems, dissolve and refraction cloaking — that bakes straight into game-ready spritesheets.
Open Rig Bake — free, in your browserNo sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.
Rig Bake ships a full effects stack alongside its rigging tools. Every effect is a component you attach to a scene object, previewed live and bakeable from any camera direction — so the output is not just a pretty viewport, it is a spritesheet, GIF or transparent WebM you can drop into Unity, Godot or GameMaker.
Navier-Stokes volumetric fire
A genuine GPU fluid simulation (WebGL 2), not a particle fake: grid resolutions of 64/96/128, buoyancy, cooling, vorticity and viscosity controls, raymarched rendering with smoke/ember/hot-core coloring, mesh-aware obstacle deflection so flames wrap around your model, heat-zone tinting of the burning mesh, and a real flickering point light. Paint heat directly onto the mesh to control where it burns.
Lightning bolts
Draw spline-based lightning in the viewport with control points and anchors, then tune jitter, roughness, branching chance/depth/length, strike rate, duration, re-flashes and decay, plus core and glow color, thickness and layering.
Particle systems
Per-object emitters with rate, lifetime, cone/sphere emission shapes, speed variance, gravity and wave drift, start/end size, color and opacity ramps, additive or normal blending, and custom sprite textures (upload any PNG/JPG). Emission can be scoped to specific animation clips and frame ranges — spawn sparks only during the attack swing.
Shader effects
- Dissolve — noise-based disintegration with glowing edges and optional edge particles; bakes a 0→1 ramp across the spritesheet frames.
- Stealth cloak — real refraction with IOR, dispersion (rainbow fringes), Beer-Lambert tinting and Fresnel rim glow.
- Outline, heat haze and flaming-outline presets for one-click stylization.
- Attachments — bind swords, shields or effect objects to any bone with position/rotation/scale offsets.
Frequently asked questions
Can I export fire or magic effects as sprites for my game?
Yes — that is the point. Use time-based baking with a warm-up pre-roll and export PNG sheets, transparent WebM, or the six-way lighting pass for relightable smoke and fire.
Is the fire a real fluid simulation?
Yes, it solves Navier-Stokes advection and pressure on the GPU with vorticity confinement, and treats your mesh as an obstacle the flames flow around.
How many particle emitters can I use?
One emitter on the free tier, up to ten per scene with Pro.