Jetheat/Shimmer

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anels9
Posts: 133
Joined: 09 Jul 2010, 22:05

Jetheat/Shimmer

Post by anels9 » 12 Feb 2011, 03:10

Now I know FS has It's limits but why is there no realistic jet heat for aircraft even for the new ms flight. Yes I admit the best effect I've seen is from Pairbuses A320 series, but is there any way to create a realistic looking effect. Few links to photos incase people don't understand.

http://www.airliners.net/photo/Virgin-B ... c4b84af0fc
http://www.airliners.net/photo/Garuda-I ... a68ce3590b

Morhaf
Posts: 146
Joined: 26 Aug 2010, 22:28

Re: Jetheat/Shimmer

Post by Morhaf » 12 Feb 2011, 16:52

like esg said:
esg wrote:Never gonna get them to look anywhere near realistic I think
But I wanna try anyway, some day, since I have some experience with fluid effects.. Maybe we could even sell the effect with bumpmapping :?:

Derek Mayer
Posts: 236
Joined: 02 Jul 2009, 16:13

Re: Jetheat/Shimmer

Post by Derek Mayer » 12 Feb 2011, 17:19

Real jet heat shimmer is caused by a phenomenon known as refraction, which is basically the distortion of light as it passes through an object (in this case, air at radically different temperatures). As far as I know, the FS visual engine can't simulate refraction, so a true shimmer simulation will never be possible.

GaryG
Posts: 880
Joined: 19 Jul 2009, 10:32

Re: Jetheat/Shimmer

Post by GaryG » 12 Feb 2011, 17:24

What Derek said is right. Light refracts since hot air is less dense than cold air and that's what happens to light when it passes between objects of different refractive indexes.

Surely, fs, till now, has not come thus far

Xpand
Posts: 50
Joined: 06 Sep 2010, 16:54

Re: Jetheat/Shimmer

Post by Xpand » 12 Feb 2011, 18:47

Well, the closest thing is making some sort of effect that blurs the environment... Maybe, if we play a bit with transparency effects we can get somewhere... Gotta try that when I have the time.... :mrgreen:

Morhaf
Posts: 146
Joined: 26 Aug 2010, 22:28

Re: Jetheat/Shimmer

Post by Morhaf » 12 Feb 2011, 19:18

Xpand wrote:Well, the closest thing is making some sort of effect that blurs the environment... Maybe, if we play a bit with transparency effects we can get somewhere... Gotta try that when I have the time.... :mrgreen:
I'm with you! we could make a particle system with maybe even different shaped particles with bump maps on it, and gradient transparency (probably with scripting so its only visible if you look at it from a sertain angle)

maybe we could even sculp the fluids (static object) and put on a material with animated bumps and transparency so it looks like the fluid is moving.

there are tons of ways to do it, but its just about trying every one of em to see which one works

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