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Control over how smoke colors mix
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Yeah i dont think that would get the the results im looking for unfortunately.

I want the smoke from the various colors to interact with each other so i don't see how i can separate it into 2 separate sims. Each emitter is a solid color, no gradients. I wanted the different colors to be transported through the voxel grid much further than normal before shifting. Can i control mix rate via time scale or advection stride?

I'm curious as to how the colors mix, what are the parameters that dictate this? Does the color mix by sampling the nearest voxels and normalizing the color between them? What determines the rate at which this happens, time scale? I noticed that increasing the density of the smoke does help maintain the separation in colors better but its still not a great way to control it. Also, is the color mixing additive or subtractive and what is the difference between the emitter option "add" vs "set" when it comes to color? Whenever i use "add" it makes it looks really ugly and desaturated, is this ment for non-clamped color? If so, its possible the gpu preview cant handle floating point color values.

I would love to have some sort of color mix rate param to control the speed at which colors mix. If the param is set to 0 then no mixing will occur and the voxels would remain the same color as they were when they are first created.
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