Archived post by Lorne

this is kind of a cool little thing, was working on some sims last night with very visible source volumes that I wasn’t happy with the look of, but also wasn’t happy with how little density was coming into my sim from them either…usually I’d probably try to rework the shapes and crank the density a bunch on the source, but ended up trying something that worked way better:
– go way lower with your source density than you’d normally think to, like 0.05 kind thing – gas wrangle — @density += @temperature * clamp(@density, 0, 1) * chf(“mult”);

now you’ve got a smoke density that’ll grow a bit more after it’s sourced, but in a really natural looking way that doesn’t show your source so badly and will be swirling and advecting while it continues to pump density

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193710/02/19/density_growth_v001.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193710/02/19/broom_puff_fx_main_v008_720p.mp4