!! ON HOLD UNTIL ADMINS APPROVE MOD !! Volumetric Smoke (BETA, FORUM POST) Physics-driven 3D vehicle smoke for BeamNG.drive Volumetric Smoke replaces BeamNG's flat asphalt tire-smoke sprites with depth-aware, ray-marched density volumes. Smoke is generated from real vehicle telemetry instead of a simple on/off effect. Cold tires produce a light haze, while sustained hot drifting and burnouts create dense, rolling white clouds. Features Tire smoke responds to wheel slip, load, speed, tire temperature, contact-patch heat and drift angle. Smoke expands, rises, mixes, curls and gradually dissolves into the atmosphere. Vehicles physically interact with the smoke, pushing it around their body and opening passages when driving through a cloud. Optional engine exhaust includes restrained diesel soot, cold condensation, head-gasket steam and oil smoke from engine damage. Optional radiator/coolant vapor and genuinely overheated brake smoke. Independent enable/disable controls for tire, exhaust, coolant and brake effects. Adjustable 32-256 GPU volume capacity. Adjustable global smoke opacity. Depth-aware rendering allows the camera and vehicles to enter the smoke without exposing flat particle sprites.
for some reason, the mod has both the original 2d smoke and volumetric one enabled at the same time which looks kinda weird. any fix for that? UPD: nvm it seems like some of my mods r causing that
+ New version's performance is better. Smoke is fun especially at night when light hits it. - All smoke gather one single point. I dont remember it was an issue before. It also takes shape of a ball. I hope you continue to improve
Hey man. Love the good work. I made a modified version of your mod (using custom parameters and the actual smoke looks different). I didn't notice anything talking about giving credits or things like that but don't worry: I did. I just wanted to tell you because it only seems fair like that. If you don't appreciate me uploading a modified version, I understand and I will remove it from the repo.