Showcase of how a relatively low res simulation of 128 divisions, can look quite realistic and detailed using mantaflow's noise upres feature! In addition to this, it uses the OptiX denoising algorithm in blender 2.8+ to drastically shorten the render-time!
Hey did you try animating colliders? I ran into a wall trying to make object being thrown into domain to displace smoke but it just doesn’t yield any mention worthy results. With static collider smoke properly whirls around them. What am I missing here? For reference, this is the effect I’m trying to recreate: imgur.com/gallery/EnVSQRd I could sorta do it in old Blender simulator but Mantaflow just doesn’t want to cooperate.
@@Micromation yeah, smoke and mobile colliders can be pretty buggy right now, I believe that if you make your object both a rigidbody and collision object at the same time, it should work. Just keep in mind that they are reworking the whole simulation pipeline, so you might wanna hold off on any smoke simulations until 2.9 comes out.
@@Micromation oh, I didn't know it already came out, I thought it was still in alpha? In that case, you're just gonna have to wait until the version that they stop revamping the simulation system, ot check for a solution on the subreddit, or other forum.
Showcase of how a relatively low res simulation of 128 divisions, can look quite realistic and detailed using mantaflow's noise upres feature! In addition to this, it uses the OptiX denoising algorithm in blender 2.8+ to drastically shorten the render-time!
Hey did you try animating colliders? I ran into a wall trying to make object being thrown into domain to displace smoke but it just doesn’t yield any mention worthy results. With static collider smoke properly whirls around them. What am I missing here? For reference, this is the effect I’m trying to recreate:
imgur.com/gallery/EnVSQRd
I could sorta do it in old Blender simulator but Mantaflow just doesn’t want to cooperate.
@@Micromation yeah, smoke and mobile colliders can be pretty buggy right now, I believe that if you make your object both a rigidbody and collision object at the same time, it should work. Just keep in mind that they are reworking the whole simulation pipeline, so you might wanna hold off on any smoke simulations until 2.9 comes out.
@@SpaceGrond What do you mean? I’m running 2.90.1 right now, did you mean some other version?
@@Micromation oh, I didn't know it already came out, I thought it was still in alpha? In that case, you're just gonna have to wait until the version that they stop revamping the simulation system, ot check for a solution on the subreddit, or other forum.