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 like it :) have tried something similar but have not came very far yet. Can you band the rocket plume into a curve?
Cool Pic...! Thanks for those links still need to sort Smoke & Dark Hours.
Cool idea, nicely executed!
:)
J
@ 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.
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.
Bending can be done with a warp shader fed by a gradient (distribution shader or distance shader+cam) and a displacement shader.
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.
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.
Excellent work - amazing what can be done with just one idea.
Oh cool...
Ideas, ideas and more ideas ... I just love this forum!
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 ...