Use sphere node (primitive type is fine) and add a fluid source node, under scale volumes>noise> tick 'use noise' to make the smoke flickering animation.
add a dopnet - to calculate smoke
inside the dopnet, add the following, smoke object node: under the properties, division size increases the resolution of the smoke.(The lower the higher res), and intial data>closed boundaries means the smoke will collide with the box size (spreading out inside the box)
notes: middle mouse on the little arrow to show the input name.(image above)
Add Gas Resize Fluid Dynamics to make the box of the smoke fits the smoke everytime.
Add Gas Turbulence to control the random direction of the smoke
Add Source Volume and link the smoke source object. etc /obj/THE_SMOKE_SOURCE/OUT_SMOKE_SOURCE
Add Wind Force to modify the smoke direction. X,Y,Z
Use Lights for color of the smoke.
To render the smoke,
Add new geometry node and add Dop I/O
Change DOP Network : /obj/dopnet_TO_CALCULATE_SMOKE (IMAGE IS MY FILE)
Change DOP Node : /obj/dopnet_TO_CALCULATE_SMOKE/smokeobject1
Under the Preset, choose Smoke. DONE
Make objects collide with the smoke
Inside the dopnet, add static object and static solver , merge. make sure the static is at the left side (because merge's left input affect right inputs :Collide Relationship)
In the Static object, tick use deforming geometry, tick use object transform, tick display geometry.
We are done.
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