This setup launches a burning rock like a catapult.
This setup creates a smoke shockwave triggered by an object hitting the ground.
This setup creates a sparkler with dumbparticles for the sparks and a smoke sim on top.
This is a whole project with 3 separate scenefiles.
1. Creation of a custom force with smoke sim
2. Softbodysimulation for the stem
3. Creation and simulation of the dandelion seeds
You need to run them one after another to get the needed caches.
This setup uses smoke and dumb particles to create a spraycan effect. It also contains a useful node combination to create a radial emitter for particles.
This setup ignites a smoke sim at one point and let the fire spread across the whole mesh.
This scene creates a custom emitter to emit smoke rings.
This setup uses a granular system to simulate molten iron. In a second step smoke is added based on the heat of the liquid. Note: First cache the particle cache and then run the smoke sim.
This setup emits spray-particles and smoke from an sph sim. It then advects the particles by a smoke sim for a mist-like movement.
This setup changes the “maxStretch” attribute inside the smoke volume. So particle constraints will break more easily inside the smoke.