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volume density falloff


goshone

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Hi, newb to the forums here. I tried searching around but found very little on this specific subject.

My question is this:

How does one control the falloff edge of a volume, presuming it is generated by a smoke (or pyro/gas/fluid) simulation.

I am crossing over from maya, and use the fluid fx regularly. There is a control to adjust the falloff of the density/opacity of the simulation, so that you can get sharp edges on the volume (ie. for pyroclastic smoke, avalanche snow, thick steam etc.).

The default shading using billowysmoke has very soft edges, and no visible control to change that.

Any suggestions would be appreciated.

thanks

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