From all the whitepapers I read, big studios are using a shader based on blackbody radiation for explosions and etc. This shader gathers the temperature values of voxels
getFluidAttr -at “temperature” -xi 15 -yi 2 -zi 15; for example, and converts this to kelvin I guess, then adjusts the color of the voxel accordingly to the right color.
this is my understanding of the situation. does anybody have an idea how to implement this ???
This is widely explained at PAGE 181 of production volume rendering papers from siggraph 2011, this link is from a vimeo link …
Now I have sweet sims, but i would like to make them even better so lets work on this guys, I am no mathematician so help me here…

:buttrock: