Set Project with image source, assets and scenes folders
File → Create Reference → open T38 talon fbx object (import as reference (blue diamond on outliner, allows animation,material/texture change but not geometry)
Create Animation of jet:
Create → Locator, rename as Turbulence→ position it around centre of the jet
→ parent locator above jet in Outliner
In Locator attribute menu, R click Rotate → Create New Expression → Copy the select object attribute name in Expression box, then type the expression script as follow: → Create
Turbulence.rotateX = noise(time)*0.25;
Turbulence.rotateY = noise(time)*0.25;
Turbulence.rotateZ = noise(time)*5;
Rotate axis values become purple means expression works (the editor box can leave open, or R click on any rotate value → Edit Expression)
Extend timeframe to 200
Create Camera:
Create → Camera → change view to camera perspective → adjust the camera prespective view
→ to camera attribute: Focal length 80 (suitable for aerial shot)
turn on Resolution Gate icon to check the view is ok
select camera layer, set key on 1F, adjust camera movement and set key on 185F
Edit (top bar) → Delete by Type → Statis Channels (to delete camera keyframe not be in changed. e.g. scale in this case)
Window → Animation Editor → Graph Editor → select all points on 0F → Linear tangents (make camera already in move from 0F)
Create V-Ray Light:
Render setting to V-ray →
in VRay tab, Max render time (min): 0.10
in GI tab, tick On and Reflective Caustics
Create V-Ray Dome light, scale it up to cover the whole jet
→ in Domeshape attribute → Texture, tick Use Dome Tex → click on dome tex box → choose File → select the HDRI image from folder
Turn on Textured icon (short cut: 6) to see if the HDRI is shown
Check IPR render view to see the V Ray render
Rotate the Skydrome to avoid seeing the sun flare side:
Select VRayDomeEnvTex1 tag in attribute layer → adjust the Horizontal rotation value (use roate tool on Dome light won’t work)
Create texture and material on jet:
Open Hypershade, to choose which part of jet, either select on the scene, or R click of the material → Select Object with Material
Select Jet material → on attribute → type: VrayMtl → click Diffuse color box→ choose File → T-38 color jpg
To modify curves, color correction, etc in VRay Render window, click the bottom left icon:
To improve edge roughness, go to Render Setting → Overrides → tick Viewport subdivision
Change persepective camrea to 80mm focal length, for same reference as camera 1
Back to VrayMtl jet material: Reflection →
Brdf type: Ward,
reflection color: white (max it, now change reflection amount has effect),
refelction glossiness: 0.9 (never make it 100%)
Untick Lock Fresenl IOR to Refraction IOR, increase Fresnel IOR to 3
Improve jet surface reflection by photoshop:
Save in photshop file as T38_Reflection
Add Hue/Saturation layer (bottom R corner) → desaturate it (Satration level to -100)
(make anything as white be reflected, dark as non reflected)
Clear all dark area so that want to be reflected, and add some roughness so it won’t look perfect reflected
export the final reflection jpg
21:50 - 24:30
Back to Maya, VrayMtl attribute → load the reflection jpg created in Reflection color box and Glossiness box (a shabby look on jet surface is made, more realistic)
Other surface on the jet:
Select the glasses of jet → convert to VrayMlt, rename as Glass
→
Reflection color: 100% (white)
Refraction color: 100%
Select Redlight shape → VrayMtl, rename as Red light
Diffuse color and self illumination box, apply template jpg file
Reflection color 100%, Glossiness: 0.65
Repeat the same on Greenlight shape and Tail light Shape
On Engine Cover → VrayMthl → Diffuse color to dark grey; Reflection color box → Noise; Reflection Glossiness → Fractal
Finish the remained parts of the jet...
Create a matte of smoke silhouette at engine turbo part:
Add a cube at turbo jet engine part → subdivision width and height: 4. depth: 100
→ Hold D and V, point the pivot point at bottom corner of the cube, scale horizontally like a smoke jet
→ delete history →
Deform → Nonlinear → Flare (a vertical axis is created, use rotate tool to rotate) → In flare attribute → Start Flare X,Z: 0; End Flare X, Z: 4 →
Select cube layer again, Deform → Texture box (see if point space is UV) → Create
→ UV (top bar) → Automatic
In Texture deformer attribute → texture box, add Noise node →
go back Deformer attribute to reduce Strength: 0.144 →
Back to Noise attribute, Frequency ratio: 8.5;
in Time, create new expression:
noise2.time = time;
Go to tetureDeformer1 attribute → Direction: Normal
Choose object mode, press 3 (smoother the smoke)
Edit (top bar) → Duplciate Special box → Geometry type: Copy, Group under: Parent, number of copies:1, tick Duplicate input graph → Duplicate
→ Select cube2, flarehandle1, and textureDeformerhandle2, all 3 layers move to the other side of turbo engine
→
To make it look different from 1st smoke, edit expression of duplicated Noise attribute as:
noise3.time = time + 10;
Rendering:
Open Render Setup icon (for separated/individual render, here is the jet, the smoke and the BG) → turn off the master layer render icon
Click Create Render layer icon (bottom left), name as Jet → R click, Create Collection
→ Drag Turbulence from Outliner to the Box (Collection filter chose Transform (means the object))
Turn on the Eye icon on Jet layer, the smoke should be invisible
To separate the BG so that it’s easier to composite in AE, choose VraylightDrome → Options → Invisible (only affect on IPR window)
Create 2nd render layer in Render setup, name as smoke, create collections and drag the layers (smoke1 and 2) from outliner as well
Because the smoke is just for a matte, it doesn’t need lighting and quality render, to speedup this layer rendering, go to Render Setting, R click on Render Using, select Create absolute override for visible layer (the words will turn orange) → select Maya Hardware 2.0 (now only smoke layer use maya renderer)
Create 3rd render layer, name as Sky, turn on its eye icon →
Select the skydrome layer attribute, R click on Invisible box → Create absolute for override visible layer (word turn orange, then untick Invisible), now render on IPR window, the skydrome is shown
Now the Layers in Render setup is as follow:
To give render settings for each layer:
Open render Setting,
choose Jet render layer:
Common →
empty the box and R click on File name prefix and set the order as follow (add slash in between each folder):
Version label can’t be blank, demo uses v002
Format: exr (mulitchannel)
Image format options: bit per channel normally 16 bits is enough
Animation: Standard → tick Render animation only in batch mode, select start and end frame
Select Renderable camera
Resolution: HD1080
VRay →
CPU, sampler type: Progressive
Color mapping mode: Don’t affect colors, only adaption
Override →
Camera → tick Motion Blur
Geometry: be sure tick Viewport Subdivision
Environment: tick Override Environment
Select skydromeshape attribute → click Dome Tex box, rename file as Sky_HDR
Open Hpyershade, go to Texture → Drag Sky_HDR to refraction texture in Environment of Render Setting
Render again, now the jet window can reflect the sky
Render Elements→
Make sure it’s on the Jet render layer, add:
Lighitng (AOV, arbitrary output variable)
GI
Reflection
Refraction
Specular
Self Illumination
Extra_Tex, rename it as AO(will take longer render time)
Z_depth (to calculate distance between camera and object, for atmospheric perspective and DOF)
In AO attribute, add Explicit channel name as AO too, click Texture box, add VRay dirt node →
Parameters: Radius: 1.0; Distribution: 2.0; Falloff: 5.0 (to give more sharper edge on shadow of the jet)
For accurate DOF in Z_depth:
Go to top view, show master layer(so the jet and camera are seen),
Create (top bar) → Measure Tool → DIstance Tool → click on scene to create 2 points between camrea lens and centre of object (jet) → a value is shown (here is 18.28)
Choose back to Z_depth layer (in Render Setting), unfold Extra VRay attributes i nVrayRE_Z_depth node, set Depth White higher than 18.28 (e.g. 30), while Depth Black: 8 → render the Z-Depth layer in IPR window
Remark: the goal is to show some contrast between head and tail on the jet. If there is other object in the scene, make sure the Depth white value is high enough to pass through that object too.
→ move to different timeline to see if different angle of the jet also has the effect
When the Jet layer is done, move to Smoke layer and repeat the step above.
But seems Smoke layer use Maya 2.0 renderer, setting is a bit different:
In File name prefix: <Version>/<RenderLayer>/<RenderLayer>_<Version>
and the rest as follow:
In Sky layer, Render in V-ray but set all Render Elements as N (off)
Denoise:
If jet layer seems too much noise, 3 ways to denoise in Render Settings:
1 VRay tag: Noise threshold: lower value e.g. 0.001, but need long render time. Higher value may look ok at preview but have problem at final render
2 IPR tag → Viewport → tick Denoise, but not sure if it only works on IPR view, not final render
3 Render Elements → add Denoise , click on its attribute menu for futher control:
In Extra Attribute in Vray_denoiser tab: Mode: Only generate render elements; Engine: Default Vray denoiser. Also, in setting tab of Render setting, chang epost effect rate to 100
Finally render in Render (top bar) → Batch Render
Go to AE for compositing:
Back to maya for Version 3
Check the camera graph editor, if some keyframe too close to each other in timeline, will make unsmooth cam movement, delete those keyframes
Set the smoke more precise, reduce high bound value:
Add animation on pilot head rotating
Select jet Glass layer → VrayMtl Galss tab → Refraction, IOR reduce to 1.2
To make 1 side of jet brighter to the other side due to the dawn illuminating (make better contrast):
Create a directional light, place as same direction of the dawn, intensity: 0.5
In render setting, change label to v003