A simple scene showcasing a flame particle system based on a Niagara fluid sim that was baked into a sprite sheets. The system uses 2 sprite sheets encoded in the RG channels of the same texture and use a slow sine to modulate between the animations making the flame loop less noticeable. The main material also uses a few different texture noise steps to vary the effect a bit more. The sprite sheets were generated by rendering out a long sequence (400 frames) with the Movie render queue. They were then imported to Davinci Resolve to create the loops and render out the looped frames (64 frames - 8x8) . The sprite sheets where then generated with the GlueIT app.