Looks very interesting and nice shading. Thanks!
P.S. DOP’s smoke solver still solves quicker in many cases though.
Really useful, thanks for sharing.
it is very nice to share.
Thank you for sharing this setup !
Yeah it feels like the DOP's smoke is faster when it comes to single emitter like in your example, but if you have multiple emitters distributed in space, I bet this setup wins in terms of speed and memory footprint.
If I’m guessing it right you must be Alessandro Pepe. If so, cheers for your “FX Thinking” blog!
Yes, I agree with what you mentioned. Things like independent events or trail such has the benefits.
Eddy for Nuke was interesting but wasn’t aware it was sparse!
Thank you man , I'm glad somebody actually reads that gibberish !!
The more I play with your setup , the more I like it. I tried to duplicate the sphere source and move it like 1000 units away...and yes, the sim gets a bit slower, but being used to see how slow non-sparse volume grid based sims can get, it's quite an amazing feeling.
Plus one thing I love about this setup is that it's incredibly simple.
I've to create a dust trail setup, mmm I think I'm going to give this technique a try.