I’m trying to create the above sim. I’m nearly there with fairly default setup for large scale smoke but I cannot get a good jet of steam coming out unless I switch to forward transfer but then I lose a lot of detail. With multipass the jet of steam isn’t anywhere near as defined but there is more detail.
Is there a way of having a more defined jet of steam and retain the detail?
Actually, after tweaking some more…I altered the large scale down to 0.2, temp surface to 0.3 and randomise amount to 0.05. This seemed to help deliver a better result when using Multipass.
Glad you solved it. If you still have some issues, send over a few screenshots (or a video) with the results along with the settings and we will try to help.
Yup, same here - glad you made it work! A way to get more control over such a setup with fast discharge of fluid that needs to then slow down and bunch up would be a particle-driven setup, like this Flamethrower tutorial here: Phoenix for 3ds Max
Thanks for the responses. Yes, I did consider particle systems to do this as I remember seeing those kind of solutions on youtube previously. The issue I’m having now is the opacity as the steam dissipates. I have started another thread for that. I’ve yet to try out someone’s response on that thread but would appreciate any input you have on achieving the results I describe I’m having issues with. Thanks.