I’ve been trying to find a way to do this… I have an underwater explosion, and I’d like to have the objects generate smoke (dust) when they hit the ground. Is this possible with Phoenix? If so, does anyone know of a tutorial to do so? I can’t seem to find one, and can’t find a way to do it.
Sure - you could map the source emission using a V-Ray distance tex so that the objects would emit only when they get near the ground. In addition to this, you should also add a discharge modifier to the emission by Speed which would make the objects emits only when they are moving fast and not when they are at standstill - hare is more info about discharge modifiers: Chaos Docs
Cheers!
Thanks, I’ll try that, but I found a different solution using PFlow to get it to somewhat work. This may be a better way. I know the shaders can do the bubbles/splashes/etc on any particle system. Is there something similar for the smoke? Like can you have a particle system render smoke and not flames?
You could attach a particle shader to the particle system and render it in Fog mode, maybe this would suit your scenario?