Well, since I can correctly map voxels now, (a lbeit without knowledge of why I have to scale the worldspace coords
), I went ahead and tried to add a churning foam effect to the wake of this waterjet propelled boat.
This results were less than I had hoped, but what pretty much what I expected. Adding heat at a specific point in the texture is much like adding a colored dye to watch the direction of flow. I get a drifting puddle like shape, rather than a strip of 'churn' in the rear.
I know that this is what you've said to expect in other posts, and I'm trying to find ways to constrain this puddle to a more rectangular shape. The churn needs to last the entire length of the animation, much like a jet contrail.
Perhaps I should be trying a different approach altogether? I really just want to have a lasting strip of foam behind the boat at this point, which should lessen the number of particles I'll use for spray later.
I've tried setting the velocity at the point I added the heat to -x, and setting the velocity grid to a gradient at -x.
Here's a quick example, with a higher alpha gain, and particles to indicate when the heat is actually being added. Particles start from the middle of the ship, and emit heat as long as they have large radii. As soon as you see the particles drop to dots, they no longer emit heat or velocity.
edited link.
http://www.cs.virginia.edu/~csz9v/maya/test\_vel\_neg\_x.jpg