Sounding Rocket

Started by lat 64, March 09, 2015, 03:19:22 am

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lat 64

March 09, 2015, 03:19:22 am Last Edit: March 09, 2015, 12:29:14 pm by lat 64
Just want to say thanks to Oysteroid for the help with the rokcet plume(http://www.planetside.co.uk/forums/index.php/topic,19639.0.html)
and to Dandelo for the night sky work(http://www.planetside.co.uk/forums/index.php/topic,19264.0.html)
The Aurora is all mine :D

The image is a Black Brant XII Sounding Rocket that I modeled in Sketchup. 

I wil be working on an animation of this. It's just that moving the plume of smoke to follow the rocket is not as easy as I first thought.

Cheers all
Russ
I'm a half century plus ten yrs old. Yikes!

russe166

I like it  :) have tried something similar but have not came very far yet. Can you band the rocket plume into a curve?

3Dships

Cool Pic...! Thanks for those links still need to sort Smoke & Dark Hours.
The passions are the winds that fill the ship's sails; although they sometimes cause its destruction it could not proceed without them. -Voltaire-

inkydigit

Cool idea, nicely executed!
:)
J

lat 64

March 09, 2015, 11:58:10 am #4 Last Edit: March 09, 2015, 12:26:54 pm by lat 64
@ inkydigit,
Thanks to you too. You were inspirational in the wole fumarole thing.
Guess that's why we have a forum. 8)

Bending a smoke plume, whew! Probably some blue node scalar thing. Way over my little head.
I'm a half century plus ten yrs old. Yikes!

Dune

Really nice work. I hope you get the smoke movement to work. I haven't worked with Oysteroid's file yet, so can't be of any help. But I assume you need a pretty high cloud layer, and within that move the mask up with the spacecraft and do some fractal transforming.

Dune

Bending can be done with a warp shader fed by a gradient (distribution shader or distance shader+cam) and a displacement shader.

lat 64

March 09, 2015, 12:22:56 pm #7 Last Edit: March 09, 2015, 12:25:51 pm by lat 64
Quote from: Dune on March 09, 2015, 12:00:16 pm
....I assume you need a pretty high cloud layer, and within that move the mask up with the spacecraft and do some fractal transforming.

An epiphany! I think I am actually beginning to understand what you are suggesting.

Just a note for "nubes" like me: The blue node, Constant vector source position shift, in Oysteroid's .clp is the key to setting the location of the plume. Set x,y,z to same as cloud center.
I'm a half century plus ten yrs old. Yikes!

Dune

Now that you mention your last info; maybe you can animate the cloud altitude as well, never done that, but assume it's possible. Then you don't need a very high layer, thus less grain.

mhaze

Excellent work - amazing what can be done with just one idea.

DocCharly65

Oh cool...

Ideas, ideas and more ideas ... I just love this forum!

russe166

Quote from: Dune on March 09, 2015, 12:01:33 pm
Bending can be done with a warp shader fed by a gradient (distribution shader or distance shader+cam) and a displacement shader.


Thanks for the tip  :) I will try it ...