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smoke color/opacity on very fast sim
#3
Hey Jordan,

Yeah, I've tried all the above (dissipation and min density, etc) I was just trying to avoid having to deal with pflow and was hoping i could do one sim for all my shots Smile I know krakatoa will do the same thing as a fume cache, but it's also resolution dependent, so gets tricky when it gets close to camera, etc. Smile This was also the reason behind my asking about gradient ramps and such, as i could just use that on the fume results (I can sort of do this with a linear map, but it's locked to world space and doesn't move with the object)

tks!

cp
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