Starters
Smoke
A plume of smoke rising and drifting in the wind. Hidden particles fill the air with warm smoke.
VecFlow 0.1.0

A plume of smoke rising and drifting in the wind.
SidebarVecFlowNew SimulationSmoke, Fire and WaterSmoke, or AddVecFlowSmoke.
What it makes
Objects it makes
Smokemesh, the simulation: it holds the settings and plays the bake, not rendered
Smoke Emitterempty, where the particles come from
Smoke Smokevolume, the smoke and flames, made by the first bake
Its flow, “Smoke”: one event
Event “Plume”
- Birth: Per Frame 300
- Position: Object Smoke Emitter
- Speed: Speed 0.8, Spread 0.2
- Smoke Source: Radius 0.08, Smoke 2.5, Push 0.4
- Delete: Age 0.3
Sidebar settings it changes
Cell Size 0.04, Cooling 0.3, Fade 0.05, Swirl 0.3, Wind 0.6, 0, 0, Drag 0.3, Turbulence 1, Size 0.3, Viewport Share 0
The particles leave the emitter slowly upward and live 0.3 s, each filling the air round it with thick, warm smoke (Smoke Source, Smoke 2.5) and pushing it along. The warm gas rises, cools slowly, and drifts off in the breeze of the Smoke and Fire panel's own Wind. There's no fuel, so nothing burns.
The bake adds Smoke Smoke, a volume object that plays the gas.
Try these first
- Wind: the breeze, in m/s. With Drag, the gas is drawn along with it.
- Fade: how fast the smoke thins away. 0 keeps it all; more for wisps that vanish.
- Cooling: higher and the smoke stops rising sooner and hangs; lower and it climbs high.
Make it yours
- Thicker, darker smoke. The Thick Smoke look, or the Render Look's Density and Smoke Colour (no new bake).
- Steam. The Steam look: it rises fast and fades. See Smoke and fire looks.
- Swirls. Turbulence stirs the gas; Swirl keeps the small curls the grid would smooth away.
- Around things. Name a collection in Colliders, and the smoke goes round its objects.
Related
- Smoke and Fire, setting by setting
- The Fire starter