This is how to create a procedural jet engine flame plume in Blender on the Cycles engine. Adjust numbers as needed for desired result.
Shift+A -> Mesh -> Cylinder
Edit Mode -> Delete end caps
Select lines at one end -> S to scale down
Object Mode
Properties -> Modifiers -> Add Modifier -> Solidify
- Solidify Thickness = .47 m
- Rim = Fill
Properties -> Modifiers -> Add Modifier -> Subdivision Surface
- Levels viewport = 2
Properties -> Modifiers -> Add Modifier -> Displace
- New Texture
- Strength = .100
Properties -> Textures -> new texture for displacement modifier
- Type = Distorted Noise
- Distortion = Voronoi F3
Go to Shader Editor
New Material -> name "JetPlume"
Shift+A -> Input -> Texture Coordinate
Shift+A -> Texture -> Voronoi (x2)
Shift+A -> Texture -> Noise
Shift+A -> Converter -> Math (x8)
Shift+A -> Converter -> ColorRamp
Shift+A -> Converter -> Separate XYZ (x2)
Shift+A -> Shader -> Emission
Shift+A -> Shader -> Transparent BSDF
Shift+A -> Shader -> Mix Shader (x2)
Shift+A -> Color -> Mix Color
Texture Coordinate Object output -> Voronoi 1 Vector input
Texture Coordinate Object output -> Voronoi 2 Vector input
Texture Coordinate Object output -> Noise Vector input
Texture Coordinate Object output -> Separate XYZ 1 input
Texture Coordinate Object output -> Separate XYZ 2 input
First Ring of Fire
Separate XYZ 1 Z output -> Math 1 upper Value input
Math 1 output -> Math 2 upper Value input
- Math 1 dropdown = Add
- Math 1 lower Value = -0.550
Math 2 output -> Math 3 upper Value input
- Math 2 dropdown = Multiply
- Math 2 lower Value = 6.00
Math 3 output -> Math 4 upper Value input
- Math 3 dropdown = Add
Math 4 output -> Mix Shader 1 Factor input
- Math 4 dropdown = Logarithm
Mix Shader 1 output -> Material Output Surface input
Voronoi 1 Distance output -> Math 3 lower Value input
- Scale = 9
- Detail = 15
- Roughness = .800
Second Ring of Fire
Separate XYZ 2 Z output -> Math 5 upper Value input
Math 5 output -> Math 6 upper Value input
- Math 5 dropdown = Add
- Math 5 lower Value = 1.150
Math 6 output -> Math 7 upper Value input
- Math 6 dropdown = Multiply
- Math 6 lower Value = 7
Math 7 output -> Math 4 lower Value input
Voronoi 2 Distance output -> Math 7 lower Value input
- Scale = 9
- Detail = 15
- Roughness = .800
Color
Separate XYZ 2 Z output -> Math 8 upper Value input
Math 8 output -> ColorRamp input
- Math 8 dropdown = Add
- Math 8 lower Value = 0.180
ColorRamp Color output -> Emission Color input
- Add colors to bar
Emission output -> Mix Shader 2 upper Shader input
Transparent BSDF output -> Mix Shader 2 lower Shader input
Noise Factor output -> Mix Color 1 A input
- Scale = 3
- Detail = 15
- Roughness = .700
Mix Color 1 output -> Mix Color 2 A pinput
- Mix Color 1 second dropdown = Color Burn
- Mix Color 1 Factor = .300
Mix Color 2 output -> Mix Shader 2 Factor input
- Mix Color 2 second dropdown = Color Dodge
- Mix Shader 2 Factor = .700
Mix Shader 2 output -> Mix Shader 1 lower Shader input
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