Low-poly Science Fiction   3D-Thrust Vectoring Variable Nozzle  Low-poly 3D model

Low-poly Science Fiction 3D-Thrust Vectoring Variable Nozzle Low-poly 3D model

cgtrader

It took a multitude of experiments to bring this nozzle into being. Its engineering and mechanics are far from flawless, which is why it's dubbed sci-fi. This nozzle will seamlessly integrate into your semi-realistic fighter jets, sci-fi jets, or spaceships, and its intricate structure with perfectly serviceable polygons makes it game-ready. What sets this mesh apart is its use of advanced Thrust-Vectoring technology to enhance the maneuverability of aircraft. It can pivot up to 24 degrees on two axes - a significant improvement over modern fighter jets, which typically top out at 15-20 degrees. Important Notice: If you're not a Blender user, be aware that you'll receive a slightly different model from those who use Blender and download the .blend file. The reason for this is the use of shape keys to enable 3D-Vectoring and Variable Shape capabilities. If you download .obj or .fbx files, these features will be lost. To rectify this issue, simply give your designing software these abilities manually (feel free to message me for assistance with node setup and flame implementation). For Blender users: Before downloading, please watch my YouTube video. When you open the blend file, it will be fully ready to append - no additional setup required unless you're working on a long animation. Instructions for Blender Users: As demonstrated in my YouTube video, the material in the afterburner is animated to create a realistic ejection effect. If your animation project is lengthy or you want to initiate this effect at a specific keyframe, follow these steps: 1. Navigate to the Shading tab and select the afterburner material. 2. Observe the node setup for that material. 3. To start or kill the afterburners, click on the ColorRamp node connected to the Factor of Mix Shader. Adjust the position value (0,495 is recommended) to activate or deactivate the afterburners. To adjust the ejection effect's duration: 1. Locate the Mapping node connected to the Noise Texture Node. 2. Right-click on the location and clear any existing keyframes. 3. Select a frame and hit "I" while your mouse is on the location of the same mapping node. 4. Go to another frame, increase the location value for X in the mapping node, and hit "I" again to set a new keyframe. By combining these steps carefully, you'll achieve a smooth and realistic ejection effect in your animation. To utilize Thrust-Vectoring or modify the nozzle's exit: 1. Access Object Data Properties. 2. Click on Shape Keys. 3. You'll find six shape keys named Basis, Variable, Up, Down, Left, and Right, each with a default value of 0. Increasing the value of the Up Shape Key will vector the thrust upwards (the same applies to other shape keys). To adjust the afterburner's movement: 1. Note that the nozzle and afterburner are joined as a single mesh. 2. To separate the afterburner from the nozzle, use vector groups to apply the Wave Modifier only to the afterburner. 3. Experiment with values, but be cautious - excessive manipulation may cause issues. Important Notice: In real life, fighter jets cannot utilize their Thrust-Vectoring system at full capacity due to afterburners. While this model doesn't share this limitation, be aware that using two shape keys simultaneously (e.g., moving the nozzle up and left) may result in flames protruding from the nozzle's surface if the values are pushed too far. Avoid using Variable Shape Key with other keys, as it can produce an unappealing shape. In real life, Variable Shape is used when afterburners are activated, causing the nozzle's exit to expand with increasing power (in this model, the exit is expanded by default - you can narrow it down at the start and expand later, as demonstrated in my YouTube video).

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