The hot steam rising from coffee and the flame of a candle cannot be well simulated

was no proper way to simulate water vapor rising.There is also no good way to make the candle flame flicker effect.
Would you consider adding these two features?

Adding stage lighting design features is very necessary.
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A new way to simulate the test laser.
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Test the effect with a new scenario.
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Use Twinmotion for the projection effect.
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If your candle model has a billboard flame you can apply the warm glow neon material to it. It actually works decent in shallow-depth-of-field renders where the detail isn’t paramount. Not ideal, but there you have it.

If TM would also alpha channels in video materials, and have an option to always face cam, that could be a great option too.

I think TM needs to seriously revisit its “particles” (which appear to be billboards facing cam, but good enough). I mean, they put a lot of work into Confetti in 2025, lol. I can think about a .1% use case for that one. :slight_smile:

Simple “particles” like steam, vapor, smoke that isn’t the size of 6 large men. Practical things like this. Or at least give us sliders to adjust the current particles. I could have as easily used the existing “smoke” particle to simulate steam rising form a hot cup of Jo, had it not been for the fact that I’d need an industrial vat of coffee to make it work at the current scale these particles are baked. I know they’re legacy.

Epic, come on here. You make one of the premiere game engines on the planet. This isn’t complicated stuff. Not everyone that uses TM is in the architecture space. I’m not the only one doing film, previz and advertising with TM. We need quality of life features, too.

The volumetric clouds and new sequencer refinements are excellent. Particles need some TLC.