Blender 2.65: Fire & Smoke Simulation
A new flow type has been added to the Smoke Simulator. You can now chose between Fire, Smoke and Smoke & Fire. You can see the fire inside the 3D view preview and the Voxel Data Texture for the Blender Internal has been updated to support the new fire simulator.
- The Domain resolution and size adapts now to only cover areas where smoke exists, so that the domain can be calculated as small as possible at a time. You can also add additional simulation cells around the original domain area if needed.
- Animating the Domains location is supported now: When you move the domain object during simulation you only move the smoke "boundaries", Smoke itself remains still. This way you can limit the simulated area to stay around moving emitters etc.
Interaction with Force Fields
To enable the interaction with other physic simulations, a new force field type has been added: "Smoke Flow". It applies the smoke simulation air flow velocity as a force. To use it you need to add a "Smoke Flow" force field and select the domain object for it. (Video Example)
You can now select a custom smoke color for flows and for smoke emitted from fire in the Smoke settings. To render smoke with custom colors enable "Reflection Color" inside the texture settings. (Video Example)
- Animated collision objects do no longer block smoke, instead smoke gets transferred velocity from moving collision objects (Video Example)
- Collision objects now cause vorticity when passing through smoke
- The Domain is now rotatable. This means you no longer need to align your simulation to the x, y or z axis but you can freely rotate the domain to match the target area.
- Added support for Smoke emission from a mesh surface and volume - without particles.
- Added a new option for volume textures when "Generated" coordinates are used: "Map to Bounds". This maps texture coordinates to the mesh bounding box allowing you to render adaptive domain content. It also solves issues with domains scaled in edit mode.
- The simulation now uses the scene gravity setting, so you can change gravity direction if required.