From the Dynamics rollout, set the Smoke Dissipation to 0.05. This will allow some of the smoke forming the cloud to slowly disappear, leaving behind interesting, swirly detail. The difference between a value of 0 and 0.05 is hard to notice so set this parameter as you see fit. The Smoke Buoyancy should be set to 1. Buoyancy makes the fluid move upward, as if its pushed by a force from underneath. If you set this parameter to a negative value, the smoke will travel downward. Set the Randomize Amount to 0.4. The Randomize options add random fluctuations in the fluid's velocity for each grid voxel. This should chip away at the cloud's volume, producing interesting perturbations. The Fluidity (Conservation) Method is set to PCG Symmetric, with a Quality of 100. The PCG Symmetric method, in general, produces the most interesting smoke simulations, preserving both detail and symmetry. The high Conservation Quality will allow the smoke to produce swirling motion. For in-depth information, please check the Conservation documentation. The Transfer (Advection) Method is set to Multi-Pass. This less dissipative method produces more fine details and keeps the smoke sharper compared to other methods. It is recommended for large scale explosions, veil-like smoke, pyroclastic flows and all other situations where sharpness is important.
Increase the Steps Per Frame to 9. In this case it helps to get a better shape for our cloud. For fast-moving simulations, you need to raise the Steps Per Frame so that you do not have a grainy appearance. As each simulated step removes details and also slows the simulation down, you shouldn't set the Steps Per Frame higher than you need to and should increase it only if you see the smoke or fire become grainy when moving fast. On the flip side, the contents of the advected channel are more accurately transferred throughout the grid with higher Steps Per Frame and the simulation moves more realistically. |