Kinda based off the tutorial you can get some more natural fading of the smoke using a noise texture in the RGB channel of the simulation grid (by emitting RGB from the Source with a noise texmap) to help modulate the smoke so the fading isn't so even:
More natural:
The preview:
You have to tweak the Color Scale (and potentially offset) highlighted there to taste.
Would be way cool if grid could have some sort of Age parameter, because you really want this only for cells that are in the process of dissipation. Perhaps you could do some tricks with Temperature and cooling, but if you need temp for the sim that might be hard.
I tried mess with modulating it by speed as well, which is kind interesting, but sometimes it is fast moving parts that you might want to fade away. Maybe the grid could store a dissipation channel, which would be how far along it is in dissipation with 1.0 being gone, or 1.0 being brand new, and 0 being gone, whichever.
Or maybe you could offer a way to modulate the dissipation effect itself, where it could be based off RGB value (or based off a texture, which could include a grid texture)
EDIT: Oh, maybe you could emit drag particles from the Source as well and then use those to get the Age channel to combine with the RGB noise in order to cause more modulation in older parts of the smoke. So many cool ways to combine things!
More natural:
The preview:
You have to tweak the Color Scale (and potentially offset) highlighted there to taste.
Would be way cool if grid could have some sort of Age parameter, because you really want this only for cells that are in the process of dissipation. Perhaps you could do some tricks with Temperature and cooling, but if you need temp for the sim that might be hard.
I tried mess with modulating it by speed as well, which is kind interesting, but sometimes it is fast moving parts that you might want to fade away. Maybe the grid could store a dissipation channel, which would be how far along it is in dissipation with 1.0 being gone, or 1.0 being brand new, and 0 being gone, whichever.
Or maybe you could offer a way to modulate the dissipation effect itself, where it could be based off RGB value (or based off a texture, which could include a grid texture)
EDIT: Oh, maybe you could emit drag particles from the Source as well and then use those to get the Age channel to combine with the RGB noise in order to cause more modulation in older parts of the smoke. So many cool ways to combine things!
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