I am trying to fill the mesh shown below with thick smoke. To this end, I placed an emitter UV sphere inside the mesh and set the mesh to fluid effector. The smoke is now contained in the mesh. Now I would like it to fill the mesh but I cant seem to figure out how to best do this. I tried a wind forcefield to blow the smoke further into the mesh which works to some extent, but the smoke gets thin and invisible. What would be a good way to fill the mesh starting from the emitter UV sphere? Any help is much appreciated! Edit: I am aiming at an animation of the smoke filling the mesh from the UV sphere as a starting point. Thank you.
Example what I thought about Volumetric Shader ... here based on Ambient Oclussion with Inside option enabled (you can try also these OSL scripts if some will works better).
Probably can be used also as Density factor for Particle System ... ?
First I Decimated whole mesh to make lighter topology and deleted all inside mesh parts. You can do that easily by selecting one inner vertex and press L key (Linked), but first you would have to delete loops of a three veins ending open to inside.
For Volumetric you can animate Color Ramp to get impression of filling veins ...
- works for 2.93 and 3.2 (some bug for 3.0 and 3.1)
- link to OSL script technique works, but for me only as internal text (not externally)
In combination with some Noise texture you can try more smokish leaning effect.