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theguffman
09-08-2007, 08:29 AM
I haven't touched max in a little whlie, and I'm looking to make a jet afterburner, but I'm not positive on how to get the required effect. the bright glow and a quick drop to a point at the end of the "flame" if that makes sense. If anyone could help out, or point me in the direction of a good tutorial, that would be wonderful. Thanks.

BrandonD
09-09-2007, 09:37 PM
The best way I've found is to find good reference of the flame pattern, then paint a texture that you map onto a rectangular grid. Then instance and rotate the grid 90 degrees so that you now have an "X" profile along the length. The tricky thing is getting the material right as you've got to use opacity and self-illumination colors to get the right look. The 'X" profile will create a fake 3d look at any angle. It's wise to add animated noise in a subtle way to the texture and/or the geometry so that it doesn't look static. If you set the pivot (via XForm Mod) to the base of the flame where it connects with the engine, you can ramp the flame up and down realistically. This is more or less how all of the afterburners were done on "Stealth", though they got that down to a very procedural method via Houdini's COPs.

cezmikardas
09-14-2007, 02:55 AM
http://forums.cgsociety.org/showthread.php?f=183&t=533659

Glacierise
09-14-2007, 07:50 AM
@BrandonD: Really?! I find it so cool that you guru people find place for such simple techniques in high-end production, and make them look so cool!

BrandonD
09-14-2007, 09:31 PM
Hey now, there was a time when we didn't have fluid sims and volumetrics, so we just faked everything with cards ;)

Besides, this is CG, where "if it looks right, it is right."

olblue
09-15-2007, 12:16 AM
I just did a flow based on this earlier today - what you do is instance a spline circle (renderable) as your particle emmited from the pivot center of a dummy placed at the jet exhaust - I then used a scale (Relative successive) of 95% on xyz until the particles collided with a hidden box I was using as the focus - on collide they then passed to a second event that reversed the scale briefly then passed the particles based on age (7 frames -/+ 3 frames) to a delete event.

I used a 50% opaque material with a 60% self illumination then used a motion blur by object on the event - 1 frame. You will need to adjust the speed and so forth however it works pretty well.

Daniel-B
09-15-2007, 02:01 AM
I just did a flow based on this earlier today - what you do is instance a spline circle (renderable) as your particle emmited from the pivot center of a dummy placed at the jet exhaust - I then used a scale (Relative successive) of 95% on xyz until the particles collided with a hidden box I was using as the focus - on collide they then passed to a second event that reversed the scale briefly then passed the particles based on age (7 frames -/+ 3 frames) to a delete event.

I used a 50% opaque material with a 60% self illumination then used a motion blur by object on the event - 1 frame. You will need to adjust the speed and so forth however it works pretty well.

Sounds neat. Mind posting a simple scene file or a render?

SoLiTuDe
09-15-2007, 04:33 AM
Not quite the same but you guys can see one I did with Pflow + Fume ... I set up pflow to emit in the general shape of the exhaust / afterburner, using a circle emitter and a wind or two sucking particles inward/downward with some turb then used pflow as a particle src in fume... The raw render of the exhaust looks way cool without any post glows and stuff, but I don't have any space to host stuff anymore (and don't like rapidshare or the sorts), so until then this is all ya get :)

http://www.gametrailers.com/player/23481.html

jigu
09-15-2007, 05:34 AM
I did it with animated geometry last year in fxwars close encounters challange. here is the video : http://www.jhjariwala.com/fxanimations/fxwars2.htm

you can also see better reference on alvin yap's site here : http://www.alvinvfx.com/breakdowns_s02.html

It was all done with animated geometry. i will find old file and will post it.

cezmikardas
09-15-2007, 06:16 AM
SitniSati AfterBurn 3 Combustion
3dsmax 9 Scene:
http://www.cezmikardas.com/JetAfterburner.zip

Movie Link:

http://www.cezmikardas.com/jet-mov.zip



http://www.cezmikardas.com/JetAfterburner.jpg

Glacierise
09-15-2007, 06:37 AM
Whoa, solitude, that's one mighty trailer! What else did you do in it?!

Ok, so I got fired up, and will make this effect too! I only have FFX demo, so it will be all PFlow, let's go the hi-tech way :D

Some nice reference first:

http://jeffkirk.net/artwork/gallery/fullsize/f-15_afterburner.jpg
http://upload.wikimedia.org/wikipedia/en/b/bd/Ec93-03092-5.jpg
http://www.f22major.com/Photos/Military/Air%20Force/Fighters/F-16%20Viper/F-16%20Viper/Afterburner.jpg
2
http://upload.wikimedia.org/wikipedia/commons/6/60/J58_AfterburnerT.jpeg

Glacierise
09-15-2007, 12:38 PM
Ok, mine's ready :D

Here is the reference i was gunning for:

http://upload.wikimedia.org/wikipedia/commons/thumb/6/60/J58_AfterburnerT.jpeg/300px-J58_AfterburnerT.jpeg

Here is my render, no post-prod yet:

http://cravenous.com/img/afterburner.jpg

Here is the flow:

http://cravenous.com/img/afterburner_flow.jpg

And here is the scene (max9):

http://cravenous.com/scenes/afterburner.max

jigu
09-15-2007, 12:48 PM
hey glacierise thanks for sharing the file! gr8 job! :)

Glacierise
09-15-2007, 01:00 PM
The cool thing I found out is how fast mental ray is with particles, esp with the rapid motion blur.

JohnnyRandom
09-16-2007, 01:32 AM
Ok, mine's ready :D

Here is the reference i was gunning for:



Nice Glacierise, pretty much nailed it! mach disks included:)

Glacierise
09-16-2007, 08:25 AM
And here's some video, post-processed a bit:

http://www.reeldump.com/view_video.php?viewkey=9057cff70779273e95aa

And yeah, mach disks are way cool :D

cezmikardas
09-16-2007, 08:39 AM
Glacierise,

wow good work :thumbsup:

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