Rocket exhaust simulation?

Hi, has anyone tried, successfully, to create the look of exhaust, in my case from a rocket, but any technique will do. Closest I have come is a combination of the flame particle asset, and the ‘ripples of flowing light column’ asset. Two issues however…
-the flame particle asset has a size limit, which is very unfortunate. It would also be incredible useful to be able to control the color, and have smoke trail from it natively.
-the ripples of flowing light is excellent, except for the pixelated “sparkle” particles that it emits. It would be very useful for this, and the puddle of light at the base, to be a toggled option. What is also interesting is that when viewed from below (or in this case above, since I have flipped it upside down), the puddle is not visible).
-cannot get smoke to remotely be large enough to simulate exhaust, let alone the steam plume that would normally occur at the initial launch of a rocket whatsoever.

If anyone has a better idea, or a work around for the above mentioned, I would be most grateful! thanks in advance…



getting slightly better results just finessing the above mentioned assets, but would still love to hear any suggestions (or if D5 can make adjustments to the assets). Fire 02 for example emits up and down when you flip it upside down.


Hi @mcdermoa

That’s a cool project. Just to clarify, on the statement that you have provided, this is somehow your insight and suggestion that you want to convey to us, right?

  • The flame particle asset has a size limit, which is very unfortunate. It would also be incredibly useful to be able to control the colour and have smoke trail from it natively.

I’m not sure if I understood the other statements correctly. Feel free to let us know. Thank you.

Hi Clov,

Yes, I will break them down…

  1. Fire02 has limits to length and height. It would be great if you could also simply scale the size of the flame graphic as a whole as well (so not more or less flames, but be able to make the flames larger or smaller). It would be wonderful if we could adjust the color as well, certain chemicals burn at different temps and wavelengths so it would be great to be able to show that.

  2. Fire01 has a size limit of 100. Again, would be great to be able to scale this, and choose the color. Also, as the image shows, when you flip this particular one upside down, half of the flame still goes up.

  3. The Ripples with Flowing Light asset is great, and has most of the parameters I am asking for in the flame assets; you can scale infinitely by just typing in the numerical value, not just maxing out the slider, and you can change the color to anything you want. Plus it kind of looks like a flame. However, it would be great if you could toggle on/off the little pixelated “sparkles”, and either the same for the pool of light at the base, or have that radius be on a slider as well.

  4. Any/all of the 3D smoke assets would be super helpful if the size was not limited. I have tried using the planar fog, and maxing out the edge blending degree, but they still ultimately look like billboards, and are no affected by light at all. This next image is all planar fog as the smoke is just too small to get the look I am going for.

The effect I am actually trying for, without having to resort to a particle simulation modeler (like Blender, etc), is this next image of a real launch. The density, the edge clarity, and the scale ideally


are all variables (that is not smoke, that is water vapour, so basically clouds).

hope that helps, let me know if any of this is doable, or if it already is and I am just not familiar enough with the settings.
thanks
A

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adding to this, yes if any of the flame assets had the ability to show smoke natively as part of the asset that would awesome.

Lastly, it would great to have a “cloud asset” maybe, as opposed to smoke. They way that you can control the clouds in the environment settings right now, only as an asset so you can be really deliberate with placement, size, etc. This would help on this particular project immensely, but more over as a general tool when you trying to get really specific with a composition, down to cloud placement.

Hi @mcdermoa

Thank you for your inputs regarding these assets. I will be forwarding this further to our team.

thanks! in the meantime, any suggestions on how to achieve the desired effect with the current inventory of assets?