Introduction 
How to create a missile smoke trail using particles. 
 
Blender Version: 
3.1.x onward 
 
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STEPS 
 
Shift+A -> Mesh -> Cube 
Name "Missile_SmokeMaterial" 
 
Open Shader Editor 
New Material -> name "smoke" 
Delete Principled BSDF 
Shift+A: 
	Shader -> Principled Volume 
	Texture -> Noise 
	Texture -> Gradient 
	Vector -> Mapping 
	Input -> Texture Coordinate 
	Input -> Object Info 
	Converter -> Math 
	Converter -> Vector Math -> Set to Add 
 
Texture Coordinate Object output to Vector Math upper input 
Object Info Location output to Noise Texture W input 
Noise Texture Factor output to Vector Math lower input 
Vector Math output to Mapping upmost Vector input 
Mapping output to Gradient input 
Gradient Color output to Math upper input 
Math output to Principled Volume Density input 
Principled Volume output to Material Output Volume input 
 
Noise Texture 
- Set to 4D (for the W input option) 
- Scale = 7 
- Detail = 2 
 
Mapping 
- Location X/Y/Z = 3m 
- Scale X/Y/Z = -3 
 
Gradient Volume 
- Set to Quadratic Sphere 
 
Math 
- Set to Multiply 
- Lower Value = 200 
 
 
 
Object View 
Shift+A -> Mesh -> Circle 
Edit Mode -> Select circle lines -> F to create a face 
Object Mode 
Name "Missile_SmokeSource" 
Select Circle -> Select missile -> Ctrl+P -> Object (Circle should now move with missile when missile is selected) 
 
Go to Properties -> Particle Properties -> Click + 
Name "Missile_Smoke" 
Render -> Render As dropdown -> Object 
Instance Object -> select "Missile_SmokeMaterial" 
Physics -> Forces -> Brownian = >1 
Field Weights -> Gravity = 0 
 
Adjust sliders and numbers in Particle settings as wanted. Proof with timeline as Missile travels on path 
When satisfied, Bake particles
  
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