7

For a shader only solution, one way is a simple material such as the following: Click to enlarge Blackbody Node is used for color. See kelvin color temperature for some examples of values to start with. You can adjust these values up and down until you get something you like. The layer weight node is used for a mixing factor between the two blackbody nodes ...


5

Sorry, my post covers generating smoke as a single mesh in Blender 2.79, and not an entire smoke sim anim, due a buggy particle system (or smoke cache). Blender 2.83 doesnt have texture type Voxel Data, but there is a Voxel Mesher Modifier on the way https://developer.blender.org/D4960 In meantime my goal with 2.79 was to ... use voxel data to generate ...


5

In this case it is camera distance. But, instead usual camera distance, that is located in camera settings, this is volumetric distance, that can be adjusted in render settings


4

For python coders, I will add an answer demonstrating the python access to the smoke system. The simulated smoke is stored in the modifier. Access the correct modifier of the smoke domain object. Go to its domain_settings. The data is stored in a uniform grid, the resolution sets the divisions for the longest dimension. It has the properties density_grid, ...


4

There are known issues with refreshing a smoke simulation (and liquid) after changes (eg, see https://developer.blender.org/T77170. The best solution I’ve found is to click in the Resolution property, then hit Enter (so you're effectively changing the Resolution to the same value it's already set to). This effectively resets the whole simulation under most ...


4

Your file has a fluid object where Smoke Color is set to black, and in your domain material, the Color in the Principled Volume node is also set to black. If you want colored smoke, you have to set colors to the volume at some point or another. Sorry for a very long answer now but I want to give you examples on how to use color on the smoke. It works like ...


3

Moving a pyro vdb (or any vdb for that matter) from Houdini to Blender 2.9, is fairly straightforward if your pyro sim is set up with a convert vdb and file cache sop. Here is the end of the Houdini node tree for the pyro vdb shown below: The convert vdb sop instructs houdini to convert your pyro into a vdb sequence(change it to vdb, as it defaults to ...


3

Number of Divisions has nothing to do with "blurry" result. More divisions gives more details (volume grid is detailed). You can try to sharpen with ... Default 32 Divisions add Math node Multiply 100 into Density socket add node Color Ramp, to get rid of lines ... change Render Properties > Volumes > Step Rate 0.1 (Step Rate - lower ...


3

All of the simulations depend on the cache and have a control for start and end.


3

After realizing that there's no problem if I use Uni Cache (what I usually avoid) instead of OpenVDB I've found an answer myself even for OpenVDB. I don't know why nobody else is experiencing these problems because I'm using the default settings but if so, here's the simple thing I did: In Blender 2.90 and above the OpenVDB volume format comes with Advanced ...


2

There is also an addon made specifically for this in Blender; may be worth looking into as it streamlines the whole process: https://blendermarket.com/products/bricker


2

Try black environment ... Also there is nothing wrong to use Principle BSDF node :) blender 2.8.1 blender 2.8.3 - 9.x (Mantaflow solver)


2

There's a known bug with current Blender versions when using a Replay Cache (in the Domain settings, the Cache -> Type -> Replay setting). See issues 77170 and 76095. As a quick fix, you can go into the domain settings, and change just about anything (e.g., temporarily change the resolution divisions). That'll invalidate and regenerate the cache, and ...


2

Ok, so here's my attempt at your shader. I did my best to recreate what I saw were the most standout features of the photo, namely a relatively calm water surface with a disturbance in the center with bubbles forming somewhat of a ring around the disturbance and some foam appearing in the center. This all accompanied by some slight ripples coming from the ...


2

You have to save the file once first, the cache-files will be written in a folder at the same locatation as the saved blend file.


2

I can see your domain covers way more volume then the rocket and the jet itself. The minimal amount of smoke rendered would be the amount contained in one voxel, looking at the shape of the smoke I'd guess you don't have enough domain divisions for such a comparatively small emitter. If the scene is totally static and the rocket does not move, you should ...


2

You need to change cache type for Modular or Final. In case of: Modular - Bake button appears in settings Final - Bake button appears in Cache tab (still under Physics) Modular: Final:


2

When resizing any object relating to a simulation (domain, flow, rigid body, etc.) you should always Ctrl+A, Apply Scale to ensure Blender is aware of it's new dimensions (actually, whenever you rescale anything it's generally a good idea to Apply Scale anyway - uneven scale can cause all kinds of problems with simulations, texturing, etc.). In your case, ...


2

I have previously developed an add-on to achieve this (Smoke2EXR) for the old smoke simulation (Blender 2.81 and earlier) and am in the process of updating it to work with the new Mantaflow fluid simulation (Fluid2EXR) in Blender 2.82 and later. The add-on can be downloaded from https://github.com/baldingwizard/Blender-Addons/wiki (click on Fluid2EXR, ...


2

To question #1 I just go to Domain Type and select again Gas or Liquid. Then simulation resets and I can simulate again with my changes applied.


2

Simply set the smoke colour in the smoke emitter properties : In the Shader Editor you can use the Volume Info node to feed the Color into the volume shader :


2

If you're using Eevee, volumetrics nodes won't work as they work for Cycles, they will be shaped into cubes. Since 2.91, though, you can create a volume empty (shiftA > Volume > Empty), and give it a Mesh to Volume modifier, with your object (here, your monkey) as Target. It will create a smoke that follows the shape of the Target: Make your Suzane ...


2

You could answer the question if you should "just ignore that message" by yourself: Does the simulation / render looks as expected or at least is the result good enough for what you're looking for? Then ignore the message. Apart from that, the Blender Reference Manual says the following about baking in frame ranges and offsets (this is in the Fluid ...


2

Why create a plane below the explosion and then on the physics tab choose collision? Why is this necessary? What does it do? The plane below the explosion will prevent explosion products (ie, the smoke and flames) as well as particles from moving below the floor. (As commented by @vklidu the 'ground collider' doesn't need to be flat if the ground is uneven - ...


1

You could try something like this. The object I used for this is a simple UV sphere (I scaled mine up in edit mode to make it bigger - this might affect mapping values, I'm not sure - just be warned you may need to adjust those). Anyway, for the material, the main objective is to make 2 "spheres" using Gradient textures. You need to make a large ...


1

You need to check "Is Resumable" in the Cache section of the smoke domain physics properties. Then when you bake data and bake noise, the simulation should appear in your viewport. For some background, I was having this same issue. After doing some digging, I found this answer here: https://developer.blender.org/T80372 "This was a usability ...


1

Thank you to Eric Xue, answer was as commented: Type needed to be inflow, and not geometry!


1

Your gas domain needs a higher resolution.


1

The Domain Resolution is the key here since it defines how large the cells of the fluid simulation are - and it is those cells that you are seeing as the ‘blockiness’. Is is important to Apply Scale to ensure the dimensions of the cells are regular (otherwise the simulation will be skewed) but then the size of the cells it determined simply by dividing the ...


1

Turning the transparency off fixed everything. Make sure to have density if you want transparent renders.


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