![]() ) if you think about what that paper describes, it is the reseeding of the particles in the flip solver *) small pscale and high transparency is what you are looking for. *) with vdb it might be possible to bake all your particles in a volume and get optimized rendertimes - as well as be able to apply some of the volume filters - I have not tried this yet - so not sure how slow this is for millions of particles - still consider that krakatoa and realflow actually convert their high amount of particles to a more optimal volume format and it might be worth doing that. (This works with hair as well - pixar used that on the incredibles: ) If you do need lighting information, consider converting some of your particles into and approximate volume and using that as a shadow object - or baking the lighting into the volume and looking it up in the shader of the particles - you do not want to be calculating shadows on huge amounts of particles for each light. consider using a straight color render if you don't need shadows or light information - it is a lot faster. Use fast instancing with lots of particles (5 million particles will get you in the neighborhood). *) Clean as much data from your particles - you should only have Alpha, v - otherwise it will take up a lot of disk space. (you could record their birth position and blend that in x and z) I would consider cheating this a little bit by overriding the position of the particles over the first 5% of their lifespan. *) The initial velocity/temperature is quite high, which is why you get that strong upwards straight funnel before it breaks apart and becomes more turbulent. This way you already start with that hollow cylinder feeling as the smoke will rise. ![]() *) You should emit from the surface of the emitter, not from the volume - think about the cigarette as a hollow surface and it really is more the paper that burns on the edges. A single point has one location in space and it becomes tricky to define initial vectors. *) It is better to emit from a tiny cylinder, rather than from a single point. Overal your large scale motion comes from your sim, your small scale detail comes from the particles. ![]() ![]() And if you want to be more efficient and go with the advanced approach - you may need a mantra procedural like this one: ![]()
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