Simulation of a burning room. This is the first test, so still things for to improve. I want to make the way fire start and expand over the room in a better way.
For now I used a projection map for to make it expand on the ground, furniture, and doors. Possibilities are unlimited, of course.
Every fluid simulation of that level needs high computational resources, not only for the render, but the internal resolutions of the fluid itself. If you want details, that resolutions must be high, and so everything is harder to calibrate. Every situation, every scene is different. No magical numbers.