Epic Rocket Engine Fire Effect (Procedurally) in Blender | Tutorial
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- čas přidán 25. 07. 2024
- Howdy everybody! I know its been a while but I'm getting back in the groove of things. In this tutorial I'll go over how you can create a really cool, procedural rocket fire effect as well as a really easy camera trick that will massively elevate your renders.
Get the shader on my Gumroad: windmiller.gumroad.com/l/rock...
Get the engine model by jaktomsu: www.cgtrader.com/free-3d-mode...
Hope you enjoy and as always, happy Blending! : )
Hey everybody! I can't believe I forgot this, but to add more (and better) turbulence you can mix some noise into the coordinates (like I do at 13:20) of the gradient texture used to "cylinderize" the volume (the one created at 5:15) and use another gradient texture to control the factor so the turbulence is more influential at the tail end.
Sincerest apologies for forgetting that, I hope this comment helps and I'm happy to answer any questions below!
You know what, you should pin this as it's slowly getting buried down into comments!
KSP in the taskbar
A man of culture
Heck ya! 🚀
You nailed it!
Great tutorial! this really helped me out.
I cant believe how awesome your channel is, such good space related tutorials! Please make more!
Thanks for sharing, appreciate it!
amazing tutorial, as usual :D
Just what I wanted!
Great video! thank you very much
The diamonds in the exhaust are called Mach Diamonds. Named after Ernst Mach who was the first to describe them and how they form. Though they have also come to be known as shock or thrust diamonds. But I love that you included them in this tutorial.
Great tutorial!
Thank you!
thank you
The material works great in Cycles, but when I use it in Eevee the volume is clipping through my engine. The Fire is always rendered in front of objects that are close to it. How can I fix that?
This is an amazing video, I am curious do you or anyone know of anyone who's done the low atmospheric cones. Really wide, like in KSP waterfall mod?
Was the delay because of the $12 balloon terrorizing AK? I'd be really scared if I saw balloons floating around above my head! There's a 2 y/o tut that uses procedural shading to create a similar effect, so it'll be cool to compare and contrast both methods. Thanks for the share.
in 3.6 not rendered flame when i use transparent bg. Only working with some background
How do you get it pointy at the end? I followed everything to the 100% yet it's rounded for me
Using blender 3.6 and it would not show up at all unless I multiply emission strength by 200 starting from 3:00.
Turns out it was because my rectangle was too small. 3 meter long box works great but 30mm not so much 😅.
Very good job ! how do you get that glow effect ?
Thank you! I used the glare node in the compositor (set to fog glow) to get the added effect
Hey, I bought the rocket fire shader on Gumroad but I can't get the flames to be visible when i render it in RGBA with a transparent background. It works fine when I render in RGB but not RGBA. Any solution?
I have a lots of noise start animation. I use 3050ti graphics on my laptop. Is it posible that is not powerful enough?
Good Tutorial! I have build the whole texture but when i try to render out for an animation, the texture became invisible. Any ideas how can i solve this ?
Were you able to find a solution?
@@FeyFulnope
I tried to do this but in principled BSDF texture without volume but something goes wrong, like information about modulo and quadric sphere they not transferred properly. I will try again Tomorrow with but with more changes maybe.
For a Principled BSDF you’ll have to alter a lot of stuff but the general math functions should still work. Might I ask why you’re using a Principled BSDF instead of a Principled Volume shader?
@@AlaskanFX I'm try render stuff in eevee but the volume voxel resolution is not that sharp and detail like standard texture even I change settings to 2pix. I don't know its is possible but i want try make fake volume shader, using geometry node with sphere, cube and distribute them like onion structure, and I want put the noise texture with alpha channel on that layers, to look like volume in Cycles. But the problem with this solution is with vissible layers, maybe when I add layer weight to transparent that problem will desipire.
@@positv_ Ah, gotcha, I've actually been working on something similar. I'd recommend just making a mesh that looks like the rocket plume and then using the set position node and some noise to add turbulence (using a gradient texture to make it more intense towards the tail end). Then I'd just use a regular gradient texture in the material to affect the emission and whatnot
does this not work in eevvee
THIS NEVER WORKED FOR ME
I purchased your file but the model entirely is invisible when I open the file. The model exists including the nodes but it appears as png invisible.
Is the model turned off in rendered view maybe? I unfortunately can't check the file right now but I'll see once I can
@@AlaskanFX no it is on
@@ileftyoutooktoolong Could you clarify what you mean by "png invisible"? I just opened the download file on my laptop and everything is normal. Perhaps try re-downloading the file
@@AlaskanFX it just does not render for me. I have 3.2 blender too.
@@AlaskanFX I only see the shilouette of the box
My old gpu cant handle this lol..
Frack damn it I hate cycles so much
Yeah I’ll just spend $3. Worst tutorial I’ve watched in a long time….
How? He explains everything lmao
bad take XD