![]() ![]() ![]() It doesn't require any intermediate texture storage or state information other than a global time. I've created a short demo on shadertoy, just using perlin noise for animated turbulence on a texture. Still, it sounds like you're after something a bit simpler. Spawning particles along its length and using "noise based particles" as linked above sounds like a good alternative too. Perhaps draw the curve over the top of the smoke simulation, gradually drawing less of it and drawing the erased bits as density into the simulation. If you start with vector data, and want the animation to trail along the curve as in your example it gets more complex. ![]() If you have a texture, use it to initialize the smoke density (or spawn particles for that matter) and run the simulation. If this is the direction you want to head in, this answer has some good links to the little grasshopper. Using noise to add finer details can be a fair bit faster. Modelling smoke with a fluid simulation isn't simple and can be very slow for a detailed simulation. ![]()
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