XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : FXWars! Moonshot!: PixelMagic

03-21-2005, 04:50 PM
Hey guys. Here is my VERY early test for the launch particles. Let me know what you think.


03-21-2005, 04:59 PM
I like it man... now... how'd ya do it?.. maya?... any plugins like Afterburn?

03-21-2005, 08:27 PM
I like it man... now... how'd ya do it?.. maya?... any plugins like Afterburn?

That is definatly afterburn - you can tell, AB has a distinctive look to it ;) Looking good!

03-21-2005, 08:35 PM
you sure? looks more like straight up fluids to me


correction. The plumes to the side look like fluids, the one up the middle looks like afterburn

03-21-2005, 09:23 PM
if this is the same pixelmagic as on theforce.net
we can expect a potentially good outcome
thats if he finishes the project ;-)

keep your eye on that boy

03-21-2005, 10:35 PM
Yes, I'm the same PixelMagic from TF.N. And yes, I'm using Afterburn.

03-22-2005, 07:58 PM
Yes, I'm the same PixelMagic from TF.N. And yes, I'm using Afterburn.

w00t! as a fellow AB user, I can tell from a mile away :)

03-22-2005, 09:31 PM
Well, the idea is to make it look real, not like Afterburn. :wise:

03-22-2005, 09:32 PM
hehe - well afterburn does look real. Just takes a bit of tweaking.

03-23-2005, 12:58 AM
Any chance of checking out that max file??? I don't think i've ever gotten aburn and pflow to look that good.... you're tha $#!+ :D

03-23-2005, 02:30 AM
how about some rough numbers for those wanting some similar results
or maybe its a secret recipe ;-)

03-23-2005, 05:13 AM
Well, the smoke has a density of 0.5 The falloff is 2.6 with a step size of 2.13. The color is RGB:128. The sphere sizes are 7 to 35. The noise sizes are 5 to 25.

03-23-2005, 06:18 AM
Thanks a ton... i'll give that a shot... any special lighting?

03-23-2005, 07:38 AM
Thanks man

03-23-2005, 10:19 PM
I used a keylight with 1.0 intensity for the Sun. Then a fill light with a 0.5 intensity of skylight fill. Then finally a light shinging upward from below with a fill of 0.25 intensity.

03-26-2005, 07:13 PM
Ok guys, I had a couple of hours to work on the smoke some more. Check it out. Let me know what you think.


03-26-2005, 07:21 PM
WOW http://cgtalk.com/images/smilies/eek.gif
Very nice job, I love how the flames fade off into the smoke at the top. Great stuff…
The only thing that I see is that the direction of the smoke at the bottom only seems to be going left and right… The smoke needs to be coming towards the camera, and (in the back) away from the camera.
-Keep up the good work, DevilHacker

03-26-2005, 07:28 PM
I quit! :eek:

Nice work mah' man!!!

03-26-2005, 07:29 PM
Is that two different emitters? Looks like it by the way the main vertical smoke plume ends at the ground and changes color? I also love the look of the fire in the smoke!

03-26-2005, 08:44 PM
Thanks for the comments, guys.

Yes, this smoke plume is 3 different emitters. One for the vertical take off exhaust, and one for each steam plume. The render time is 10 minutes PER FRAME. Anyone know how to make this time go down? I really want to render at full resolution. But I might have to render at half resolution and then blow up the smoke in post.

03-26-2005, 11:25 PM
Set your step size and falloff UP , but not by too much.. if you go up too high, they'll stop looking soft... they're relative to your sphere/scene size also. You could also go higher to where it looks kinda crappy, then motion blur it to fix it, and that should still be faster.

03-26-2005, 11:45 PM
Wow. Looks very nice.

Does the smoke light from the inside at the start? I've spent ages trying to get that effect.

It's times like this that I wish I were still using MAX:eek:

How long per frame?

@DEVILHACKER: The way the pad is shaped, it is designed to feed the smoke away from the blast. This lets them mainatin visual on the rocket and more importantly stops the heat from bouncing straight back and cooking it!

03-26-2005, 11:53 PM
Speaking of that, how DO I apply motion blur to Afterburn volumetrics?

03-27-2005, 12:39 AM
This post helped me figure it out:

03-27-2005, 01:09 AM
Thanks, Jeff.

03-28-2005, 06:39 PM
UPDATE: Here is the smoke plume from above. Tried to cut down render times, however, this plume took 10 minutes and 37 seconds to render.


A MacVey
03-29-2005, 03:41 AM
do you have one particle system for the vertical smoke then 2 seperate ones for the ones that go horizontal one?

03-29-2005, 03:46 AM
Yes. That is correct.

03-29-2005, 03:19 PM
awesome picture. Almost orgasmic.

just 1 itty bitty problem. Shouldnt the smoke be a bit whiter/cleaner?

if uhad that ball of fire flying the otherway, it would look like the perfect asteroid.

03-29-2005, 05:15 PM
agreed with supermax

the reason for the smoke at launch is mostly due to water in the air turning into vapor due to heat of the blast
that is why the smoke is mostly white and disapears quickly after take off

03-29-2005, 11:07 PM
mmm the smoke i like if its more white

03-29-2005, 11:41 PM
Yeah the smoke should definatley be almost completely white. and there is for sure some color difference between the plum and the ground smoke. those should be the same color.

I would definatley say that yo are on the right track though.

03-31-2005, 06:21 PM
Aerial WIP shot. NO rocket has been added yet. Nor exhaust trailer from rocket. Only the steam plume at the launch pad.


04-03-2005, 03:58 AM
Looking great! http://cgtalk.com/images/smilies/thumbsup.gif

04-04-2005, 02:39 AM
I agree, this is looking really good... I second the color crit... it should be much white-er... here's a reference link:


04-04-2005, 04:40 AM
damn were did you get that background its the same one as in Apollo 13
its beautyfull once again great smoke except the color

04-05-2005, 05:25 PM
Your smoke is amazing. Im wondering how you did the fiery effect in the exhaust smoke from the rocket. I'm talking about, the reddish/orange coming through the grey smoke...

04-07-2005, 03:08 PM
UPDATE: Began modeling the launch tower...


04-08-2005, 04:52 AM
One thing I noticed in the last aerial smoke image is the the shadows from the smoke do not match the directions of the tower's shadow. The smoke's shadow is directly to the right of the smoke where as the towers shodow is at more of a 40 degree angle.

Also I think the smoke should be quite a bit more white, seeing as it is mostly watervapor.

Luv the tower model by the way |-)

04-14-2005, 07:52 PM
Well, I finally had time to start modeling the lander. What do you guys think?


04-14-2005, 09:20 PM
I like the lander, it has that "tin foil" look that the real ones did, very nice. When do we get to see some test renders of some animation (forgive me if I already forgot you did post some)?

04-14-2005, 09:37 PM
Well, I haven't animated anything yet. I've got to finish modeling everything first.

UPDATE: The first version wasn't getting the sense of scale that I wanted. I want it to be very clear that this lander is much larger than the old lunar module. So I added a ladder and made the tanks smaller.


04-15-2005, 12:34 AM
oh boy, I know that feeling... I finish modelling for a scene, THEN animate that scene... rinse and repeat :)

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