I'm following the "Making Realistic Dust trail" question which is not accurate for today blender smoke sim interface.

I try to reproduce this answer for cgslav but in blender 2.9 which does not have the same interface for smoke sim. After discussing the most accurate question would be: How to replicate the 2.82 worflow described later on the pasge to Mantaflow?

Is that possible? I tried on my side and did not succeed at all. I would love to understand how to translate this method.

Original answer from @CGSLAV

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  1. Create emitter with Real World Scale - this is important, as Smoke sim can differ based on scale. Mine has ~56x7m. Apply Scale!

  2. Add to it Quick Smoke - F3 > Quick Smoke.

  3. Scale Domain in Edit Mode to make it as big as you need.

  4. In Domain settings I've changed only Resolution - 192, Temp. Diff. - -0.04, Adaptive Domain - checked and High Resolution - checked + Resolution Division > 2.

enter image description here

5.Collision Object. This is most important thing to do here. Set it as Smoke > Collision and Animated.

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  1. Now you have 3 options how to interact with smoke.
  • Allow object to "sink" into smoke.
  • Attach to object "plow" to raise smoke and not be visible in Render.
  • Attach Force Field to object to "suck" smoke from the ground.
  • $\begingroup$ Not an answer: Since v 2.82 smoke simulation are created with a different technology called "mantaflow" and is indeed a completely different interface than the old one. $\endgroup$
    – susu
    Jan 22 at 17:52
  • $\begingroup$ Not an answer: Ok, thank you for the information susu, so the question would be more how to translate the 2.82 sim workflow to mantalflow tech inside blender? I tried a lot and did not get amazing results to be honest. $\endgroup$
    – Ahurig
    Jan 22 at 17:57
  • $\begingroup$ I don't have an answer but you may also want to monitor a similar question: blender.stackexchange.com/questions/209040/… $\endgroup$
    – james_t
    Jan 22 at 22:35

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