Hi Guys,
I am currently working on a shot where I need to simulate an object falling slowly through deep water whilst bleeding (The more blood the better).
Initially I began with a pretty simple setup, An emissive object, a collision object and a divergence volume which is being used for expansion.
The problem I am running into is that I need the smoke to continually expand, whilst becoming more diffused and transparent, but to always remain in the sim.
So I have disabled dissipation as I don't want to lose density, but this leaves me with a dense volume which isn't transparent or diffused.
I would like the density that is in the sim to have an aged based blurring. I did try to achieve this with a gas dissipate and heat field but this still wasn't right.
I have also spent time trying to tweak the pyro shader to achieve the desired effect but I am not having much luck.
Below is an example of the look I am trying to achieve. Between 0:21 and 0:34
Any advice will be greatly appreciated.
Many thanks,
Clive
Blood_in_water_odforce.hip