WolfZorro Posted April 8, 2010 Share Posted April 8, 2010 (edited) Hello Could someone please enlighten me as to how to best create a trail of smoke coming out of the back of an airplane (for skywriting). The smoke has to dissipate after a couple of seconds. Since the plane doesn't fly in a straight line, but maneouvers around, a detailed smoke is needed, but not sacrificing speed. The problem is that both the smoke container and the isooffset node (particles -> metaballs -> isooffset) become too slow as soon as I pump up the detail. In addition, if I do it with metaballs and isooffset, it seems to wobble like hell, even though the shading looks acceptable. The pyro smoke simulation makes the smoke tail look enormous and I can't seem to make it detailed. Making the simulation with only the particles doesn't seem to look good, even though I can control it much better. Thank you Edited April 8, 2010 by WolfZorro Quote Link to comment Share on other sites More sharing options...
WolfZorro Posted April 8, 2010 Author Share Posted April 8, 2010 (edited) Actually, sprites with the Sprite Fog material seem to do the trick. It seems, after experimenting a bit, that pyro simulations are most useful for static explosions and bare Isooffset is more for static clouds and volumetric rendering. Edited April 8, 2010 by WolfZorro Quote Link to comment Share on other sites More sharing options...
ikarus Posted April 29, 2010 Share Posted April 29, 2010 id use a particle simulation for a density field of a smoke object for the most control Quote Link to comment Share on other sites More sharing options...
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