Pseudo-Volumetric Smoke

Created some volumetric smoke, my first project on this type of things (recorded from different account)

About system:

This smoke(s) uses Flood Fill algorithm, to avoid parts (voxels) avoid wall/obstacles clipping just like in cs2!

Test place: dynamic smokes - Roblox

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This smoke looks very cool! Nice job on making it! How long did it take to make? How did you do it and make it?

Ahh, thanks for the reply!

It take me like 2 days of making it
I made it using Flood Fill algorithm and client sided rendering

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Could this be done with just a few ParticleEmitters by setting their Speed to 0, their Time to random between 3 or 5 seconds, their Size to a random number between say 1 and 10 studs, and then change their Transparency to fade to 1?

It just seems like you’ve got a lot going on there, but you haven’t really explained what it’s doing. Seems like you’re creating a bunch of smoke particles from a whole lot of Parts.

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I mean, you can do this but you need to perform some calculations (flood fill algorithm and pre-defined grid array in script) to avoid parts clipping through wall/obstacles

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