When I started seeing this longlasting fluid particle shading thread i felt we got new ray of vision to represent heavy thick or meteor kind of smoke trail.
But when duncan posted his example file "FluidParticlefade" which had smooth opacity fade over its life I got delighted, I tht my all problems have solved but when I implemented the same with directional emitter I found tht overlapping bug causing flicker was still alive.
So can we use this technique in production or shots which has dissapating smoke trails.
will this technique hold up against Max afterburn..plz help if anyone has fix for this. or any filthy workaround will also help.
U can see my prblem if u use Duncan`s example file (http://forums.cgsociety.org/showthread.php?f=86&t=155001&page=16&pp=15)
when u use directional emitter with some spread & random lifespan u start seeing flickering when my particles r abt to die.
I also tried making particle radius size zero in runtime rules before they die but it didnt luk as I want my smoke to be big in radius when they dissipate.
It wuld b gr8 if sum1 put some efforts to make a small pdf tut for us to implement this technique on particles.Lot of efforts n talks went behind fluid particle shading..thnxs to all of them who were responsible for all this.
Eager Yung Minds!