Meaty
12-10-2003, 02:45 PM
Hi everyone, I thought I would share this with you all.
First a little background to explain what you are seeing.
This is an animation of a KI Launch. KI stands for Kinetic Interceptor. KI is a program run by MDA (Missile Defense Agency). The maneuver that is performed is called a GEMS maneuver, and it is done to burn fuel because these missiles don't have a throttle. It is a cold launch, i.e. it fires out of the canister with compressed air (which is not in this particular animation for time reasons).
Anyways, why am I showing you this? I was having trouble getting realistic smoke (surprise surprise) while keeping the render times down. So I had my hypervoxels kickin and I took my emmitter, cut the birth rate in half, cloned it, and changed it from volumetrics to sprites. So I ended up with two emitters for the smoke, one of volumes and one of sprites. The result looked pretty nice.
Caveats: 1) we ended up desaturating the image in post, but this is the raw render. 2) if the ground looks familiar, that is because it is just barely modified from a synthetic-images.com tutorial, so thanks to them for that.
www.deadpixelsociety.com/interceptor_launch.mpg
www.mtsi-va.com/interceptor_launch.mpg
if you want the scene file for the hypervoxel and sprite settings here it is
www.deadpixelsociety.com/interceptor_launch.lws
First a little background to explain what you are seeing.
This is an animation of a KI Launch. KI stands for Kinetic Interceptor. KI is a program run by MDA (Missile Defense Agency). The maneuver that is performed is called a GEMS maneuver, and it is done to burn fuel because these missiles don't have a throttle. It is a cold launch, i.e. it fires out of the canister with compressed air (which is not in this particular animation for time reasons).
Anyways, why am I showing you this? I was having trouble getting realistic smoke (surprise surprise) while keeping the render times down. So I had my hypervoxels kickin and I took my emmitter, cut the birth rate in half, cloned it, and changed it from volumetrics to sprites. So I ended up with two emitters for the smoke, one of volumes and one of sprites. The result looked pretty nice.
Caveats: 1) we ended up desaturating the image in post, but this is the raw render. 2) if the ground looks familiar, that is because it is just barely modified from a synthetic-images.com tutorial, so thanks to them for that.
www.deadpixelsociety.com/interceptor_launch.mpg
www.mtsi-va.com/interceptor_launch.mpg
if you want the scene file for the hypervoxel and sprite settings here it is
www.deadpixelsociety.com/interceptor_launch.lws
