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whispy smoke trail


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you have basically 4 pass there.

 

the key element is the POP sims that propagate along the curves with some curl noise and very short life span

you use that as an emitter of density / vel / temp in your fluids with dissipation and disturbance + high confinment in the fluid

you use your POP sims as a tracker in your auto-resize

 

from those POP you also generate a ribbon pass that are basically POP trail mesh as a single sided polygon ribbon with a facing ratio shader with low opacity

you can additionally generate a sheet pass by using your POP to generate soft body mesh were you also put a facing ratio shader ( this looks like an animated cloth mesh )

 

you also render your pop sim with high blur and you mix in comp

- your fluids

- your POP with high motion blur + low opcaity

- your ribbon pass

- your sheet pass

 

in order to optmise things you can simulate straight line and deform them after , i know you can lattice a fluid in H, but i never did it so you will have to check on od force.

 

cheers

 

E

Edited by sebkaine
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