KeyShot Forum

Technical discussions => Textures => Topic started by: chevisw on December 03, 2020, 02:54:55 PM

Title: Drive engine
Post by: chevisw on December 03, 2020, 02:54:55 PM
So I am wondering how i can improve the Blue shader - it feels to rigid, and I'm trying to get a "thruster feel" - Im tring to get it to taper off vertical as it is horizontal and to get some type noise that breaks it up.

Any direction or suggestion would be greatly appreciated.
Title: Re: Drive engine
Post by: DMerz III on December 03, 2020, 04:58:48 PM
I would add some 'Bloom' in the image tab settings - try something like 100px on the radius and .8 on the threshold to start, though you should experiment to get the look you want.

This video might be handy; https://youtu.be/E41qie6b4as
Title: Re: Drive engine
Post by: chevisw on December 03, 2020, 05:05:35 PM
Thanks for the sugestion, I also watched that video earlier which is what got me to here
Title: Re: Drive engine
Post by: DMerz III on December 03, 2020, 05:16:44 PM
Well, just looking at your reference imagery, the shape of your 'beam' looks like a flat plane as opposed to something with volume, you could try modeling something with more thickness to it which matches the shape of your 'engine' output, and also crank up the value on the emission shader in the materials tab. The reference basically blocks out the ship behind the beam so it feels more intense.
Title: Re: Drive engine
Post by: chevisw on December 03, 2020, 05:31:55 PM
Thanks, Im making the tweaks and i think im getting it better. Now if i could only remember how i made it fade out at the end.... I appreciate the help
Title: Re: Drive engine
Post by: DMerz III on December 05, 2020, 04:52:45 PM
 :D Looking more like it! Gradient node into the opacity channel should help with that fade you're looking for