Blender: Rocket Exhaust Flame

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Thank you u/AKA_Steve , the sound was way off, indeed.

👍︎︎ 1 👤︎︎ u/justpressf1 📅︎︎ Jul 24 2019 🗫︎ replies
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hi today we're gonna be creating at this a rocket exhaust wing to start off just elitist and cube and then press shifting to insert a UV sphere I'm gonna rotate this by pressing R on the keyboard and Y to lock it on a Y axis and then holding ctrl to snap it to 90 degrees I will press 1 on the numpad to enter the front orthographic view and then I'm going to select one half of the sphere which is not possible unless I check the x-ray mode so going back to front orthographic view by pressing numpad 1 I'm going to select the right side of the sphere in those matter which side you use I will press X on a keyboard and the later vertices now I'm gonna press a and then s to start scaling in all the others and then press X to lock it across the x-axis while I press ctrl to snap it to the grid I'm gonna scale it to the size of 8 as you can see in the top left corner then I'll press G and I'm gonna press X again to scale it along the x-axis and try to Center it so here I have a basic mesh which we're gonna modify so exit the edit mode by pressing tab on the keyboard then let's go to modifiers and add modifier then we're gonna add our wave modifier on the bottom here so if I press space for play you can see that our mesh is starting to move but we're gonna have moving a specific way so let's uncheck the y-axis on motion and then let's enter some values on the speed we're gonna enter zero point four one and on with we're gonna enter point 13 and on the height we're gonna enter minus 10 meters and on the narrowness we're gonna enter four point eight meters so now have the basic values down and you can see the mesh is starting to actually weird and we don't want the back here to be scrolling around so we're gonna lock the back down to do that enter edit mode and what we're gonna do is add them to a vertex group to separate them from the others so as you can see her in the way modifier have the ability to choose a vertex group that the modifiers should be able to modify so let's create a new group and select the ones that we want to shake and be used by the wave modifier and assign them to that group now go back to modifier and assign that group in the vertex group now we can see those that were left out on the front there they are not active so I'm going to quickly hop back in edit mode on by pressing tab I'm going to select this circle here and press G twice and move it a bit backwards so now let's add a material to this object so select the object in object mode and go to materials and press new now we're gonna create an emission scale for it and we've because we want this to glow obviously its flames so let's head over to the shading tab this is where we're gonna do most of our work and try our best to make it look good so what we're gonna do first is add a couple of extra things here as you can see here's the emissions shader that we added we can change color and the strength of the material or the strength of the emission well first off let's head up to the renderer tab and enable blue so we can see the glow now back to shader let's press shift a to add and then search up a mix shader' by typing your search field then drag and drop here a bit and now we have the mission shader going through a mixed shader that's because we're gonna mix it with something we're gonna mix it with a transparent shader now we have a factor here between them and if you try to change that you can see that it should really blend between those two but it doesn't really work so let's head over to materials tab again for the object and it changed the blend mode in settings to alpha blend now it will work with the Eevee renderer so now I'm going to play around with the factorization here you can see that smoothly blends between them but before we go any further let's change the background color in the world tab here to black and an able live preview after render really nice so let's go back down to the node editor here we're gonna press shift a and we're gonna add a new node this is a color ramp then the color ramp will be controlling the factor between the transparent mode and the emission shader and as you can see if I drag the sliders here it does have an effect on the factor but it's not satisfactory we want to add some texture to this flames so what we're gonna do is and something else so let's press the shift a again and we got a search up texture here and it's called Voronoi Voronoi and we're gonna drag the color to the factor of the color map and as you know I can see the flame has interesting texture there's something happening and it looks like there's law there's some power going on here but if you look to the upper left you can see my face is just 24 so let's change that go to the output and change the frame rate to 60 now the whole thing will look a lot more nicer and much more powerful as well because the speed of the wave modifier you can catch up with the frame rates I'm talking about modifiers we're gonna back go back to the modifier tab for this object I mean gonna had decimate modifier this is very good if you're making a long pull of stuff I'm gonna have a low poly rocket ship or something you can make this look really good for real your low poly models and projects and one of the best ways to learn blender is to play around with modifiers and figure out what they do but I'm gonna add another modifier let's add a subdivision modifier so as you can see now we can make the flame look a bit more smoother and bit more nice we can't add too much here and it's gonna be too hard for it to catch up so you can change the characteristics of this rocket flame as you want NASA wish and suit it to your purpose and your project but for this we're just gonna keep the ratio to the top and you know just keep the turn of the subdivision modifier from now so what we're gonna do next is that we're gonna copy this by pressing shift D on the keyboard now I have a copy I'm gonna scale it on the x-axis so press s and then X and scale it a little bit shorter then press s again and just scale it normally and scale it just tiny bit inside the bigger flame you can see that if you change the color of the flame now by changing the emission you can see that both are changing and as we want the only the inner flame to change we're gonna go to its material tab I'm gonna press this user button display number of users this is how many are using this texture by pressing this one you're making a clone that's just for that object so now if you change to color it would change independently of the other color so the next step would be to add a nozzle and head back to the Layout tab and go to the center of the scene here and add a new UV sphere by pressing shift a then rotate it on the y-axis by pressing art and Y then rotate now we're gonna do the same as we did before we're gonna delete one half of the sphere by pressing tab on the keyboard we're gonna enter edit mode there and we gonna select the one half and X and then purdue's is gone so now I have a sphere which is empty on the inside doesn't look as good so what we're gonna do is we're gonna stretch it out a bit first we're gonna select it in edit object mode then we're gonna press s on the keyboard and press X to scale along the x-axis so just scale it up a bit and make it nice and we're gonna had a solidify modifier and we're gonna change the thickness up to about o4 and after that we're gonna scale it up a bit more so that it aligns with the edge of the exhaust and there we go now you can see all the entries on the sphere fan ring gonna change that so we're gonna head over to edit mode to select all and we're gonna go to face and then press shade smooth now when we head back you can see that the cone is a bit more smoother see that's that now next thing is just add a light and that light if you haven't touched anything will be added to the center let's change up the intensity of the light to about 1500 watts and change the color I'm turning off shadows here that's up to you you know that's the preference but what you really should do is just turn off the shadow mode on each individual flame so now we have a light and that makes an effect we can turn it off and on there and see that it makes things looks a bit hotter but we're not on yet we've got to make things more hearts and we're gonna make the bellhousing look hot so let's head over to shading first gonna just add a new material here and just go to shading here now the first material that we added has a lot of options and this is what we're going to add your texture and make it look really good just shift a and add an image texture and here you can change the metallic properties the speckle there the roughness and make it really nice just play around with it and make it how you want it but we're gonna focus on making this look hot so first off we're gonna add an emission shader now this is the same as we used on the flame so make things glow and makes a bloom effect now to mix these two just search for mix shader' and let's the emission to that as well now you can see we increase the intensity a bit and change the color to something that looks like glowing metal and that's about right maybe well I don't know what kind of alloy this is so anyway let's make some space here and you can see the factor in changing between the normal texture and the emission so let's add a color ramp again the color ramps are awesome and we're gonna make this change the factor between these two and this is going to control where the glow is going and to control that we're gonna be adding a texture coordinate so just shifting in so texture coordinates and then we're gonna add mapping tool or a mapping is just name mapping shift a mapping add that and drag the objects to the vector and the vector to the factor now it's essentially the texture coordinate and the mapping and the color I'm controlling where this goal should be and as you can see it doesn't align properly so let's just play around with the C axis on the rotation here and try to find a good alignment so I guess it's around 45 on this axis and that seems about right and the next rotation vector I think it's the y axis and let's try to put it that 55 I guess yeah that seems pretty straight to me yeah good so now I'm gonna play around a little bit with the settings in the mapping coordinates there and the color ramp to get this to look good this may be different from object to object if you used your own model for the engine yeah gonna have to play around to get things to match and that's what I'm gonna do now I'm just gonna play around a bit and see if I can find a good place to put this I'm guessing that again you play around with the c-axis a bit and the color ramp man yeah go find the best and I can see that I've forgot to put this on ease they built this will smooth out the transition is not just like in like this will actually more of a gradient between the texture and the heat and that we're making so yeah let's crush this up a bit and yeah I think that's look yeah looks good so I'm gonna increase the intensity a bit on the mission shader I think and I'm gonna say that we're done well at least on the bell housing that is so for the next trick we're gonna make the flame a bit more interesting this is really boring exhaust flame so we're gonna have some wave pattern to it or like as you can see on rocket videos against it shock wave pattern especially on the latest SpaceX Raptor engine I'm gonna try to be copying that on my spare time and if I can't copy that Raptor engine look I will be posting tutorial about it so I'm experimenting with that right now so what you can see I did here was shifty and just copy another one and I'm gonna rotate it around on the I'm gonna run on the y-axis and I'm gonna hold ctrl to snap it there you go and just move it up a bit move back on x-axis G and X and as you can see in the the vertices in the front there are still locked so I'm gonna unlock this and make the very modifier control the entire thing so I'm just gonna delete the vertex group and as you can see the entire thing is now moving so skillets press SX and scale it and make it a bit of a blob shaped and I'm gonna place this inside somewhere to make the flame a bit more interesting maybe shock wave pattern here yeah looks kind of cool experiment with it you can create with this method you can create anything I'm gonna try to be creating the hereafter engine it's gonna be hard but but in the Eevee rendering engine you don't have object motion blur you have camera motion blur when the camera is moving but you don't have object motion blur so I can't get the tail to look really good you can do that in the cycles render no problem but I like to do things in the Eevee I would like to I really like that because the workflows will fast and responsive which is what I like I don't have a beefy computer so I've really enjoyed using Eevee but that's it for today so thank you for watching have a pleasant day and enjoy life please and thank you [Music] [Music] you [Music]
Info
Channel: Just Press F1
Views: 31,464
Rating: undefined out of 5
Keywords: blender, rocket, spacex, tuturial, 3d, flame, exhaust, eevee
Id: 4p7B4h7eOdA
Channel Id: undefined
Length: 17min 4sec (1024 seconds)
Published: Tue Jul 23 2019
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