Thanks Genesisa for your comments
None of these are really concept sketches, merely a substitute for the lack of an attachments feature on the thread. I have almost got a complete composition in my head now - but until I’m satisfied with it I won’t be making a reference scene to draw from just yet.
I was thinking of putting the viewpoint inside the blaster which is swerving, with the pilot’s eyes visible, helmet on and a breathing/comms mask covering his mouth and nose. The pilot would have a look of pain/disgust/sadness/hatred in his eyes at the sight of one of the cities he is trying to protect having been destroyed and burning in the distance.
The problem with this scene is it would need to be either landscape or square in shape to capture everything, with the exclusion to a degree of the gigantic orbital cruiser from the scene. That ship would have been there to help capture the feeling of scale in the scene - while the other scene gives more emotional value and meaning to the picture. Dunno how or even which of the two concepts I’ll be building on right now…
Anyway - onto the picture. The pic shows my first test of the jets on the Snowblaster - which are powered by a fusion engine. The thing I only really realised after settling on the powersource, was that fusion tech is basically a method of creating energy. Not actually creating jets of flames and stuff. So now the usage shifts to a small, but super powerful jet generator which works on burning the somewhat pure oxygen in the air, together with a very potent but small catalyst to create the explosion. Anyway. How I made the effect:
I took a super spray particle generator, linked it to a vortex which is placed relatively close to the stream. Then, I set the taper length and curve to such that it allows for the bow effect of the flame. I adjusted the off plane rotation values to create an even distribution in a radial pattern from the emitter. Then I adjusted the speed and grow times of the particles - after which I was given the nice body effect of the bow in the flame.
The particles are set to follow the direction of the motion/mblur - which is combined with a 10% variation on about 20 spin time. This allows for the feathered effect of the flames. A simple motion blur is then applied to the particle system. Then, in effects - I add a glow parameter, with a size scaled to the scene, intensity also, and assign it to the object channel of the particle systems (all three on 15). To give the renders a bit more realism, I also add a blur filter in effects, which is set to only affect luminance. Feather radius 5/10% - min bright 60%, max 100%, add light 10% and blur percentage usually around 15%.
There is a gradient ramp texture with three noise textures on the gradients applied. These are adjusted to give the right effect for the jets. There’s more I did to this stuff but I can’t remember it right now
Oh yeah - the same texture used for the jets is applied to the self illumation channel - and the texture base is a Raytrace Blinn one.
Hope this helps other people who also don’t have things like afterburner to add realism to the flames in their scenes. Stay tuned - I’m gonna be making it loow even better! The noise from the light, which is created from a radiosity solution, is because the rays per sample is still very low. The Light from the jets is created due to the indirect light regathering (very useful) while all the noise everywhere is due to the unclamped values and lack of extra rays.
Teehee I’m enjoying this one loads more than the others
I got my ram back in and it seems radiosity works like a charm with particles now that I know howto configure them.
/me runs off to fix up the jets even more and make some better fire.
Btw - the particles method used here could also be used to add to the effect of an explosion. If you create a few gravity spheres where the explosive balls are, couple those balls with some hot debri, add a fireball using a atmosphere gizmo with the environment fire effect and tune the settings just right - you can make a pretty damned realist looking explosion just like that. This method doesn’t work well for animations however, as the particles hafto be tuned into working per still image. And the animation of the fire downright sucks ;/
SibSpi Out
edit ok screw working models for this scene. I’m just going to create things as they look in my head, not how they work. Too many times my models don’t work or the hafto look crap since I strain myself to make them work :banghead: