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How to
make Spacecraft thrusters |
Spacecraft thrusters have long been the
bane of the amateur striving to get a good effect - in the following
tutorial I will endeavor to provide for you a method I have often used
to good effect. First we need to give our thrusters some "body"
as it were to simulate that afterburner effect that people generally
love to see - and to do this we are going to use some of the standard
lights that come with LightWave::.
firstly your light needs to be a spotlight
and you have to place it like I have below - - note how far forward
I have placed the origin of the spotlight - this allows me to
constrain the spotlight cone angle to a nice afterburner type
effect - I then also eliminate the cone soft edge too or it won't be
seen, a 4 degree cone with a 4 degree soft edge will make it invisible!

through trial and error I found these
to be the best settings for the cone - .

be aware that Viper supports volumetric
lights and is excellent for on the fly adjustments of the volumetric
light until you are satisfied with it - but you must first make an F9
render for Viper to collect all the volumetric data for you
note in the images where I have placed
the height and base of the cone - the base is just in front of the polygon
that makes up the thruster vents and the height is for all intents and
purposes where the effect will cease.
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So what does it look like rendered with
raytraced shadows and anti aliasing then?

well as you can see the volumetric lights are not there! - Why?
well it's simple when you realise what's happening - the source of the
light is hidden! either behind or inside your geometry! so how
do you fix this? Go to your Object Properties panel to the lights section
tab ...

and tell the object to exclude all of the volumetric cone lights
for the rear thrusters - the result?

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even if you render the volumetric lights
in sprite mode like so

it matters very little to the time taken
to render these volumetrics - which is to say the least constraining
for animation's - if you had a renderfarm working with a few CPU's at
your disposal well go for it - but a single machine - you could be waiting
a long time for all these frames to finish rendering!
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Is there an alternative?
well yes!
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first off the bat I would suggest whipping
up some point lights (parented to the objects as required)
to make use of their lens flare options in order to give your thrusters
some life like so:


these look fairly good - but not really indicative of a good high powered
thruster outlet. We could duplicate the lights to make them brighter
or alter their settings to make them brighter - but what we would get
is exactly that -- brighter points of light - and not an illuminated
thruster vent - which is what we are after...
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so next I would suggest whipping up some
luminosity maps for the thruster vents - (which just needs
some simple work in photoshop to achieve by working on a copy of the
diff map already used) and then place that in the luminosity
channels for the thruster vents with a bit of post process glow
effect and we'll get something like this with just the luminosity
maps and the point lights taken away...


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out of interest what would the thrusters
look like when animated by purely using the luminosity maps as the light
source?
let's have a look... (55k
divx required)
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well that's not that bad... even looks
good as the engines fade with distance with a nice dwindling twinkling
effect - but.. Well it's not really bright enuff is it? So now if we
combine the lens flares with our luminosity maps what would we get?

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the question now is what does this look like when animated - now I have
to mention that I have given the rear point lights lens flares a fade
with distance option and the nominal distance is about 30 m
- which should be sufficient otherwise we would just get the flares
staying mega bright even as they disappeared into the ether.. What does
it look like then....
(105k divx required)
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whoa!! What happened there then!?
The flares dwindled like they should have and then everything got brighter
and the fury looked like it exploded?
well I can say this puzzled me for a while
too until I realised what was happening. The front thruster lights had
flares set that had the fade behind objects options on - and
you would theorise that as they were hidden they would never show?
Well lens flare is a post render process
and as the fury got further and further away the geometry became virtually
non existent - in particular "smaller" than the basis
for the post render process and the front flares became more and more
visible again!
The solution was to enable them with the same settings for their fade
with distance as for the rear flares - and the result was satisfactory:
... .(95k
divx required)
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as you can see as the flare dwindles away
to nothing in the distance the glow effect comes into play and because
the glow is generally around 8 pixels it does enuff illuminating to
carry on the effect of the thrusters whilst far away in the distance

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what is the benefit of all this extensive
setup with the flares? Well almost a 60% decrease in render times
as opposed to the volumetric method!! Which means faster renders and
quicker animating times - and it looks just as good - well in my book
anyway. 
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One last tip - again another time saver
- grab your manual and read up on the vector blur plugin..
Compared to normal motion blur and especially
motion blur that is dithered - vector blur offers extreme decreases
in render times on a per frame basis and looks better if not equal in
the majority of standard cases you'll encounter.
Trouble with standard motion blur when
dithered is that LightWave will render the frame - than take the objects
that are moving within that frame and based on their speed render more
instances of them and partially overlay them onto the frame positionally
between the start point and the start point of the next frame.
This gives the STAGGERED look sometimes visible in many films
and animation's. And it takes ages to render too.
Vector blur doesn't - it a single
post render process much akin to motion blur filter in photoshop and
is a LOT faster!
there is very little difference as these
two show
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standard motion
blur
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(130k divx required) |
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vector blur
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(130k divx required) |
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