This article talks ever so briefly about an effect created for 2012. The second video shows an effect similar to one I’m trying to get and am failing at.
I know they used Thinking Particles, which I don’t have access to. But I’m also wondering if the basic pyroclastic, billowing motion dependant on TP, or if that is something that can done with Fume and the normal Pflow nodes.
How the heck did they get the smoke to not spread out and dissipate? Does feeding a sim’s velocities into a Fume Follow node help with this somehow?
I’m just new at this and although I’ve done a few lightweight shots, certain effects like billowy smoke are driving me up the wall.

