Adding Fields support to the Smoke Solver. Here are a couple of renders. These are both using a radial field.
smoke_sphere_vortex_render.mp4
smoke_sphere_vortex_2_render_i1.mp4
Watch a bunch of youtube's about the polygon pen - for a modeler it is an amazing, powerful, fun, indispensable tool. Once you get it you'll use it all the time (if you work with polygons that is)
Ok, that is some weird shit right there ! The scene has become somehow broken such that no deformers work on anything. Create a new scene and see if it works there like it does for me. And if it does work, pop this one in the bin, and try and recall what you may have done in this scene that could have caused it to break !
CBR
That's OK - I don't have to convince you, and maybe that tool just isn't optimised for the ways you want to work ! Fortunately there are myriad ways to model perfectly adequately without using Poly Pen at all, so just do whatever works for you I guess !
CBR
Some smoke sims rendered using the new Redshift BlackBody options that came along with the S26.1 update.
In all of the examples below, the simulations took only a few minutes. But the CPU renders took well over 2 hours on a 10core i7, while the GPU renders took about 30mins on a single 1080. Each of these is using the exact same setup, rendering 180 frames at 800x450.
Cubic Advection (CPU renderer - 3 hours 32 mins render time)
smoke_sphere.mp4
Linear Advection (CPU renderer - 2 hours 45 mins render time)
smoke_sphere_render_linear.mp4
Emitting with an initial directional force (CPU renderer - 5 hours 54 mins render time)
smoke_cube_cubic_render.mp4
Using a higher buoyancy density factor for the smoke to make it fall. (GPU renderer - 29mins)
smoke_cube_cubic_heavy_render_2.mp4
Meet Smirk, the irritatingly annoyed square-eyed cyclop snail.
At right the smoothly SDS-ed version of Smirk.
At left the original mesh with its 99 polygons.
Scene file:
Smirk-99polygons.zip