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For computer generated volumetric elements such as clouds, fire, and whitewater.

How are they made? Is it just a simple collection of particles [put to pixels] taken from Physics equations or are the like textures?

How are they applied? I would assume not from UV mapping


enter image description here

Derbis, smoke and fire come from the vehicle.

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    \$\begingroup\$ related gamedev.stackexchange.com/questions/54871/… \$\endgroup\$ – concept3d Feb 6 '14 at 23:09
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    \$\begingroup\$ also related: nVidia - GPU Gems 3 \$\endgroup\$ – XNargaHuntress Feb 7 '14 at 14:40
  • \$\begingroup\$ @XGundam05 that is my answer - tells me absolutely everything how to render fluid phenomena and how to seamlessly integrate fluid rendering into an existing rasterization-based framework, as told. Including the physics. The only problem is that I dont understand Partial Differential Equations so I dont think Il ever get a chance to work on stuff like this :/ \$\endgroup\$ – BDillan Feb 7 '14 at 21:07
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Particle emitters with additive/multiplicative blending?

http://www.pxleyes.com/blog/wp-content/uploads/2010/04/fumefx.jpg

Maybe you mean something different? But I think the effects in that screenshot is made out of particles with additive blending, and then overlayed with particles with multiplicative blending (the darker parts).

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