Creating Fire emitters on Moving objects

Hey all,

I’ve been trying to find this answer for 4 days now and everywhere I look I get the same tutorial…
Basically I am looking to create a fire emitter on a ‘comet’…
It’s a sphere which is animated to go from the left side of the screen to the right.
Having it stationary is fine and all, but I need it to make a fire/smoke trail.
Is there a way to attach an emitter of some sort that would mimic these result or actually accomplish this?

This is the scene that I’m working with and that’s the lil sphere that I’d like to emit fire.
I have the physics container set up around the area of where the emitter/sphere is supposedly emitting from, but nothing…
I’ve tried making the container follow the sphere as well and nothing…
Where am I going wrong?

Any help would be greatly appreciated :slight_smile:

here you go :smiley:

with this same idea -> using particle info location + velocity ( we could make particles represent fire)
(animate noise etc) - however particle info - location and velocity don’t work in eevee yet.

This is Amazing! Exactly what I was looking for… A bit long winded lol… But at the end of the day the deep end will teach you how to swim faster.
Thank you very much! :slight_smile:

Hey,

I’ve managed to get everything to work and it looks amazing! Thank you for that.

However it doesn’t render out like it looks :confused:

This is just a blast through in object mode:

But then when I render it with either cycles or eevee it loses the trail…

Any ideas of why this is happening?

The only thing that I can think of was this Value at the beginning, I just could not figure out how he managed to keyframe values into it… But it still has the desired effect without it

Could this be a cause of the rendering issue or am I going completely wrong somewhere?

Thanks a lot in advance :slight_smile:

Not sure but this post describes an identical issue with rendering… check if the solution helps

Nope. That is unchecked. Everything works perfect in the viewport, but as soon as you render a frame, the smoke effect just goes back to a cube and the actual effect of it isn’t rendered.
I still haven’t found what the issue is… Is it because I’m using version 2.8 and there is just something I’m missing from the other versions?

Are you rendering it in cycles or eevee? The preview you show in screenshot is from eevee while your render settings are set to cycle

use a principled volume output node I think and you need to get the data from the smoke sim hooked into it,