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15 votes
Accepted

Can fire be made stationary?

As long as you don't need the smoke to start animating again after it has stopped you can set the start and end frame for the bake to before the set animation frames start. Above I have set the start ...
PGmath's user avatar
  • 25.2k
15 votes
Accepted

How do I make more complex LEGO simulations in Blender?

The final codes requirements are listed at the end of the post. The tutorial by Ray Mairlot, which JBlock linked in the comments, is helpful for fluid simulations, or anything with a surface. I will ...
Leander's user avatar
  • 27.1k
11 votes
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How to get smoke to pour out object holes?

It looks like the resolution you are using for the smoke domain is too coarse. This makes the size of a smoke voxel possibly comparable or bigger than the apertures, preventing the smoke to "see" that ...
Nicola Sap's user avatar
  • 12.9k
11 votes
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how to create smoke, fog in blender 3.0 cycles

Make a "box" surrounding your scene, then use a Noise Texture + ColorRamp as the Density input for a Volume Scatter Node connected to the "box's" volume socket: I used a (long ...
Christopher Bennett's user avatar
10 votes
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Ink on Porous Paper or Water Bleed Effect

After messing with settings. Basics: To achieve 'ink drop on paper' effect we will be using Fluid System and Dynamic Paint. Fluid gives us nice control over drop shape. Blender units are used in ...
cgslav's user avatar
  • 17.6k
10 votes
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Setting Up Smoke Domain Material in Cycles

To convert a BI fire simulation volume shader to cycles, you don't need to change the simulation itself (domain physics settings). Just change the engine from BI to Cycles. Then Change the domain ...
Bithur's user avatar
  • 8,274
10 votes
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Make Flames stick close to the surface instead of rising upwards

Final result: Wrapping up: I'm working with Metric Units (Unit Scale: 1). Result may differ when using other sphere sizes and some tweaking will be needed but I'll explain them later on. Also, Fire ...
cgslav's user avatar
  • 17.6k
10 votes

Is it possible to guide a smoke simulation along a curve?

Yes, this is possible - you can use a Force forcefield set to act along a curve and set to a negative strength to draw the smoke to the curve as in the following example : However, this isn't ...
Rich Sedman's user avatar
  • 44.8k
10 votes
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How can I keep a single frame of a smoke cache?

Blender 2.81 (not mantaflow) This solution works but was probably never designed to work like this, therefore I can't guarantee that it's a stable workflow. It was stable enough when I tested it ...
Nicola Sap's user avatar
  • 12.9k
10 votes
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Wind tunnel simulation (laminar flow)

It seems to me I didnt read your Q carefully ... you are asking how to achieve non-turbulent (lines) smoke, right? If so, here is edit ... Smoke sim Simple example that works for me ... Small Plane ...
vklidu's user avatar
  • 36.7k
9 votes
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Cycles smoke not responding to wind

Wind Falloff The force field in the scene is being affected by a high dampening due to the simulation of gravity introduced by the Falloff settings you are using. The wind is now acting as if it was ...
Carlo's user avatar
  • 24.9k
9 votes
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Displaying airflow inside of an engine model

Smoke seems like the correct medium to display airflow. Since Blenders smoke does not support suction, you'll have to fake the flow using multiple Forcefield. Model a simplified collider and mark it ...
Leander's user avatar
  • 27.1k
8 votes
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What's the difference between turning up the resolution vs. using smoke high resolution in the Blender smoke simulator?

Turning up the base resolution increases the actual number of voxels used to calculate the sim. The high-res divisions are a separate, secondary effect. They are applied after the sim itself ...
JtheNinja's user avatar
  • 9,132
8 votes
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Fire showing in viewport, not in render

Slightly adjusted nodes to render fire: You need to add the bottom four nodes. They utilize the Attribute node's flame setting to detect fire. The ColorRamp node determines the color. The top ...
Shady Puck's user avatar
  • 8,877
8 votes

Ink on Porous Paper or Water Bleed Effect

Instead of using paint I propose a modified mesh with textures. Prepare your glyph art as white on a black field then use compositor to create an internal gradient for the shape (edge to center) ...
3pointedit's user avatar
  • 8,973
8 votes
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Why does fire take so long to render?

Because fire is a volume, and volume rendering is slow. First of all, the baking you did doesn't help with rendering, it just caches the simulation itself. Anyway, the problem with rendering volumes ...
JtheNinja's user avatar
  • 9,132
8 votes

Why does fire take so long to render?

Firstly simulation baking and rendering are two different steps. Baking a simulation calculates where the smoke is at a given time, rendering turns that simulated data into a visual representation. ...
sambler's user avatar
  • 55.4k
8 votes

Dust from footsteps

Using a smoke simulation - Add a smoke domain that encloses the area that is walked on. Add a small plane for each footstep and enable smoke flow for each. Animate the density value of the flow, it ...
sambler's user avatar
  • 55.4k
8 votes

How to make my water look Murky?

This method will be pretty hard for your hardware, but it's the only reasonable way (I can think of) to make it look good from any angle. Any other method I've tried like using gradient to change ...
cgslav's user avatar
  • 17.6k
8 votes
Accepted

Smoke Simulation has weird artifacts and looks low res

You can: Increase the domain's Division value (this will change how the smoke simulates, interacts and looks and will increase simulation time) Turn on Smoke High Resolution (this will introduce ...
Jaroslav Jerryno Novotny's user avatar
8 votes
Accepted

Fire Doesn't Rise Up and It looks Fake

The fire doesn't rise because your objects are much bigger than in the video (~7 m sphere vs ~1.3 m sphere). Compare the size of the turbulence force field (2 m) with your sphere's size. The fix is ...
Blunder's user avatar
  • 14.2k
7 votes
Accepted

Smoke hi-res fire artifacts in Cycles?

The issue is caused by Smoke High Res. It was fixed by applying the scale of the smoke domain (Ctrl+A)
DeinFreund's user avatar
7 votes
Accepted

Smoke physics interacting with particles?

Yes, this is what the "smoke flow" force field is for. Add one, point it at your smoke domain, and make sure hair dynamics is enabled on your particle emitter. If you don't want your hair to fall down ...
JtheNinja's user avatar
  • 9,132
7 votes
Accepted

Moving a Smoke Simulation in Time

Locate the cache of the simulation. Per default, this would be in a subdirectory called blendcache_smoke. Next open up the folder and find the frame index in the filename. In my case the index is ...
Leander's user avatar
  • 27.1k
7 votes
Accepted

Managing flame direction (Cycles)

Overview: You can control flame direction by Normals from Mesh that is your Flow object. In this example I'm using Circle filled with Triangle fan. Mesh: As I said before, simple Circle. You can ...
cgslav's user avatar
  • 17.6k
7 votes
Accepted

Use Blender Cuda Build to use GPU in Simulations:

I think you've misunderstood the description for that build. It is merely stating what features were enabled at compile time. It's possible to build Blender without some things, such as the smoke ...
JtheNinja's user avatar
  • 9,132
7 votes
Accepted

Smooth the jittering colors of smoke simulation

I believe your simulation was made with "Adaptive Domain", so the boundaries of your smoke object change with time, therefore the texture space used by the Noise texture (which is implicitly ...
Nicola Sap's user avatar
  • 12.9k
7 votes

Making a realistic dust trail

It's amazingly easy to achieve. Create emitter with Real World Scale - this is important, as Smoke sim can differ based on scale. Mine has ~56x7m. Apply Scale! Add to it Quick Smoke - F3 > Quick ...
cgslav's user avatar
  • 17.6k
7 votes

Baking physics on several machines / Combining cache

As far as I know this is fundamentally impossible. Physics simulations are temporally dependent data, in the sense that each frame status depends heavily on the previous one. To calculate what happens ...
Duarte Farrajota Ramos's user avatar

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