Small scale smoke simulation

Hey,

I want to create smoke simulation like in link below:

I am able to create smoke that satisfy my needs BUT with default size objects and I got no idea how to scale it down.

For me default cube is 2000mm x 2000mm x 2000mm, and smoke inflow should be not bigger than 50mm.

I tried tweaking with values: resolution, density, time scale and others, to the point when baking time was extremely long, but i don’t see any significant change. With object that small it ends with some fast, weak puff and almost invisible smoke.

For now I’am afraid I’ve got completly wrong idea on how to approach this task :frowning:

Is this some problem for smoke simulations in Blender in general? Have I missed a important variable? Should i do it in completely diffrent way?

I can’t find any heplful tutorial - most of “how to smoke” tutorials just use scaled up objects, and i would like to avoid scaling (everything is already animated, waiting just for smoke)

Hope you can help me :slight_smile:

Still looking for help :slight_smile:

but…

I achieved something with high density, lower CFL number and lower time scale, but it’s low quality smoke.
I can’t increase resolution. In fact i had to decrease resolution. Even default resolution=32 devours the whole 32GB of RAM, and it’s at neverending “computing volume mesh”.

Also, with scale like that i’am not able to shape smoke in any predictable way - noise, vorticity or force fields, even with strength like 0,001 cause explosion leaving nothing, but chaos in domain.

Having the same issue. I suspect it has to do with density and reaction speed related to temperature/fuel - though I am not familiar with the underlying algorithm. Would be helpful if someone can shed light on how the simulation is calculated.

On the other hand, for the “weak puff and almost invisible smoke”, I found that scaling up the simulation volume makes the same baked simulation more visible - again, seems related to how density is implemented. For rendering, we could just greatly increase the density and temperature and blackbody intensity value (in principled volume shader).