[SOLVED]Making a Smoke Domain with a Local Reference Frame

I’m making an explosion for a fast moving fighter in space. I want the explosion to have the same shape as an explosion in an unmoving smoke domain, but the smoke domain for this explosion will be animated to move at the same speed as the fighter.

However, whenever I try to do this in Blender, the flame effects trail behind the smoke domain’s movement. How do I get the explosion to have the same shape as it would if the domain (and flame sources) weren’t animated to move?

Perhaps you need to use starting velocity for the smoke and/or fire emitter.

If this used a mesh as a flow source, I think that would work, but unfortunately this uses a particle system as a flow source, so setting the initial velocity to 1 has other side-effects that mess up the explosion’s appearance. Thanks for the reply though.

It might be a bit hacky, but you could bake the explosion from a stationary position, then animate the cached smoke.

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Here’s an idea, not so hacky, but it could be tricky.

Create a plane smoke emitter and set smoke density to 0 and tweak velocity to make a fan (or wind).

Perhaps it can be more convincing if you make a kind of shock wave (electronic sci fi) explosion. Fire does not burn in space, but smoke can spread. But I’m not a space scientist, so I can not say anything exactly. But they are already working on style theories, such as the ability to get rid of solid fuels and push solar rays and black hole engines. I am sure that the warriors who wandered in space used technologists instead of burning motors to turn the laws of physics, and I think the moment of explosion would be something like this picture … But I guess this did not help much :stuck_out_tongue_closed_eyes:

Had to turn off adaptive domain to make that work (which substantially increased the bake time), but it did work.

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