Ive got distracted from my nuke tests and am experimenting with a blast coming through a window
One thing Im really struggling with is the obvious square voxels at the leading edge of the fluid.
(see attached image as the vimeo compression actually hides the problem)
My computer wont cache at the moment so my experimenting is a bit tedious. Has anyone any tips for avoiding the voxel look. I thought i may have too much density being emitted but lowering it didnt seem to help.
Or is it because my camera is so close to the fluid?
Wayne - your getting a really nice look on the smoke tests - is the soft wispy edge achieved by using dissipation or is it more to do with the opacity graph on the shading?
Fluid is 152,320,136.flipped onto its side so Y is horizontal.
I’m emitting a lot of density(100) for 10 frames, then letting a high billow and temperature buoyancy do the rest. Swirl is 15, density scale is 0.85, dissipation is 0.1, temp turbulence is 11.
Any tips would be much appreciated.
Theres some great sims on this thread now - it keeps on getting better!



