I am trying to bake my smoke simulation into a texture of a low-poly mesh, built around my smoke domain. And for some reason the final bake is not following conventional bake rules, just see for yourself:

enter image description here

Instead of smoke pixels being smoothly spread across the entire texture, I get these four distinct quadrants. Is there any way to tell the renderer to do things properly?

I created an almond-shaped mesh with a red emissive material and baked it onto the same low poly mesh. This is how the result should look like:

enter image description here

Obviously it's a rough example, if it was a proper smoke it would have texture and stuff. Only that texture would not be made out of 4 separate images like with the bake I get.

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    $\begingroup$ Is that conical cylinder your domain? $\endgroup$ – Yash Nov 18 '19 at 18:08
  • $\begingroup$ No, the Domain is the cube inside the cylinder. Good hint dude, thank you, the domain is modifiable, I will try it now. $\endgroup$ – cubrman Nov 18 '19 at 18:51
  • $\begingroup$ Let us know if it worked! $\endgroup$ – Yash Nov 18 '19 at 18:55
  • $\begingroup$ Nah, modifying the domain does nothing. Sad. Moreover it does not change the shape - it's always the cube. Still your hint is very good. Now I have some idea about the nature of the problem. $\endgroup$ – cubrman Nov 18 '19 at 18:56
  • $\begingroup$ Can you share a hint image so we can know what your result should be! $\endgroup$ – Yash Nov 18 '19 at 18:58

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