Sorry, my post is not an answer. Posted more like state of buggy Particle System and Texture > Voxel Datacovers generating smoke as a single mesh in Blender 2.79b79, and not an entire smoke sim anim, due a buggy particle system (or smoke cache). Blender 2.83 doesnt have this texture type Voxel Data. 2.83 comes with a new object type - Volume, but that doesntdoesn't solve nothing in thisyour case, but future is always bright :)
- use voxel data to generate particle cloud from texture (01) or vertex weight (02)
- particles represent by metaballs
- animation export as Alembic or Wavefront, that converts metaballs (smoke) into Mesh Sequence animation
test 01 - MeshedMesh from Voxel Data Texture
Blender 2.79 contains Texturetexture type Voxel Data that use this kind of data as 3D texture. Blender Manual describes this quite straight forward. And it works for 8-bit RAW and Image Sequence file format (like CT scan or MRI).
ThatIt means - it is possible (with some headaches*) to generate mesh byfrom particle system represented asby metaball objects, like this ...
Troubles comes with voxel file format Smoke (that should be able to reuse data of existing Smoke Domain on another object) and Blender Voxel (that should use externally saved simulation bake) ...
... I could see material in Preview of Material andPreview in Texture Properties, but nothing was rendered.
Anyway ... for your needs, when I assigned particle system directly to domain and Domain was set as Texture for particle density I was able to generate a particle cloud and to mesh one frame of smoke, but not entire animation. Probably for the reason mentioned above - bug. I'm not sure how that one frame is selected, but probably current frame setupset on timeline when assigned? CantCan't confirm due the refresh issue.
For those interested - in case smoke sim is donebaked ...
- add Metaball object
- select Smoke Domain
- add Particle system - Emission>Start1 End1 / Source>Volume / Distribution>GridDistribution>Grid> / Velocity>zero / Texture>New (Cycles engine onlyCycles only) / Field Weight>Gravity=zero
- go to Particle Texture (Particles) Properties - Type>Voxel Data / Voxel Data>Smoke / Influence>DensityColor>Ramp=ON to adjust density / Influence>Density=ON
- set render particles as Object>Mbals
- export (Mball) as Wavefront(.obj) or Alembic (.abc) that converts metaballs into Mesh Sequence animation
- (in case someone will fix the bug :) )
... another pain as hell is particle system refreshing https://developer.blender.org/T52160 . Even you have visible particle cloud, opening file again hides the particles. To make them visible again I discovered only one weird way - switch to Blender Internal inengine into RenderView mode in 3Dview, change particle resolution to something, it refresh particle appearappearance, switch back to Cycles if needed.
test02 - Mesh from Dynamic Paint - Weight
Dynamic Paint in video of Miikah can use a smoke sim as a "brush" to paint, so I wanted Weight paint into a dense grid byusing voxel data. Vertex Weight becomes Particle size solver. But ... I don't even thing this was implemented or I do something wrong here.
(I could only approved dynamic paint vertex-weight can generate animated particle cloud, but not driven by smoke.)
Edits forNotes to fix setup of your second blend file
- Influence > enabledenable Density (and Size)
- FiledField Weights > Gravity = 0
- Render > Size is very small, try 0.4
- looks better to use Random for GridEmission>Grid
- you have set Smoke cache frame range 1-90 even scene is set 1-150
- also life time of particleparticles system for metaballsLife Time is only 50 should be 150
Screens below use – Grid Res 200 / Particle Size 0.1 / Mball Preview 0.2
Smoke Default Preview
Smoke Viewports Display Color Ramp
Mball Particles
Hight
Hight Grid Resolution /+ Smaller Particle Size /+ Smaller Metaballs resolution = More detailed final mesh
Bake Smokesmoke sim first. If particles are not visible check italic paragraph under my first blend file.