Creating Fog vs an explosion

Thank´s for the response,

You can read up on Rman collection textures over here, of course you can make your own stuff …If you do that is, just a tip to check these textures out, I think the foundation of the textures are open source, not sure though.
Dennis made them with the help of Marvin Landis.
Renderman Collection (pagesperso-orange.fr)
At least two is very nice for cloud density maps, which would help out I think for such fluid generation, while others may not be of that much use.

https://dpont.pagesperso-orange.fr/plugins/textures/GardnerClouds.html
A Gardner Clouds (3D) procedural texture,
based on Larry Gritz’s Renderman Shader,
original code from Geoffrey Gardner.

https://dpont.pagesperso-orange.fr/plugins/textures/Weather.html
A Weather procedural texture,
based on Shouichi Matsubar’s Renderman Shader.

Sample of cloud texture on a volumetric item in Lightwave, so nice to tweak scaling, and other settings to determine the base density and amplitude of the texture, can also be animated within the texture itself.
Lightwave´s native gas solver though… is kind of too slow to work with, otherwise I can use these textures as a gas solver fluid emission density map…so that isn´t showcased.

In Embergen with only one noise and not that much of options to tweak the scaling, it becomes a little limited when trying to set good cloud density texturing, these texture noise fractals have the characteristics of cloud distribution density built in sort of.

Denis Pontonniers Rman collection textures, on volume items in Lightwave, other parts is a simple
shape item for the planet, and a second part is the atmosphere that is also a volume item, the third part is the actual cloud texture as volume item.
All set to Real World scale based on Earth diameters, something you would´t try with fluids though. :slight_smile:


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