I had a look at your file, you don’t have an emitter. I don’t know why the smoke shows up in the viewport but that works. Also when you switch from eevee to cycles and you look in the shader tab the material output has a selection for the render engine. The cycles version render out chunky while the eevee version is very faint.
AHH I was under the impression that once the SIM was baked you could delete the emitter to stop it appearing in the final render.
That said the problem existed before I removed it. I’ll have a look over what you mentioned about the shader when I get home tonight.
Thanks for your time.
When I enable the emitter collection and re-bake the sim I get the following in the color and alpha channels of the resulting render (frame 5). Following that is the render I think if you look closely you will see the volume. I have been trying to see what is causing this faintness but no such luck so far. The channels can be accessed as follows:
Thank for all your time a59303
I think I have discovered the issue… and it’s a bit of a Doh moment for me.
So I set the sim to stop at a certain frame say 30 thinking that from that point the smoke would not evolve and hold its shape, indeed that seemed to be the case in the viewport.
However all my test renders where outside of the 30 frames used for the sim so…no sim no smoke.
Looks like ill have to find an alternative way to freeze the smoke.