Smoke and flames can be tricky. Some people will paint in the flames, in an image editor, sometimes with special brushes or lately even a specialized paint program created for just this application (eg. painting fire). Depending on the degree of "realism"/complexity desired, there are one or two iray models in the DAZ store that may be of interest... just as quick example see Sickleyield's special effects kits like https://www.daz3d.com/fast-flames-iray or Inaneglory has a tube-like prop that could possibly spout flame: https://www.daz3d.com/idg-iray-fx-props-and-shaders
There were also a couple of similar, "smoke" models the last time I checked.
You may want to render a bit dark and keep the entire image down a couple of notches in order to maximize the core area near the missile or rocket's nozzle: RGB 255, 255, 255 or close to it is what you probably want in the core. Pure white!
Here is a very quick example of how parts of the DestinysGarden/Inaneglory (IDG) iray special effects set might be used to suggest a rocket exhaust. Note that there is no such thing as fire in space (not from small rockets anyway) but most people put them in anyway because the flames look nice, heh.
Figure 1 - one of the tube-like IDG iray special effecs props* selected at random, and I chose a "flaming" texture to put on it. * = see special note below.
Fig. 2 - a wider prop, and I applied a different texture. Just quick choices chosen at random.
Fig. 3 - I like image editors like Photoshop and Paint Shop... so here I have combined the first two flame types - my master renders were saved to disk in the available TIF format.
Fig. 4 - my next trick was to use the Lasso tool and puppetry techniques in an image editor, to pull down on some of the "flame" at the bottom.
Fig. 5 - same as #4 but with yet another, different IDG texture thrown in, and I gave it some Motion Blur. I would be interested in learning more about purposely-blurred renders.
Fig. 6 - a completely different texture choice, with some motion blurring added.
*In addition I sent one of the props to Hexagon to distort it a bit, ergo I wanted to flare it out a bit more near the bottom. Nobody says you have to use a Daz prop "as is" - you can change it if you so desire, and it doesn't take much knowledge or skill to push or pull on a couple of the vertex points on a model in Hexagon, before sending it back to Studio. In this case the area of the IDG prop that I distorted is outlined in light blue, in a screenshot below.
Comments
Smoke and flames can be tricky. Some people will paint in the flames, in an image editor, sometimes with special brushes or lately even a specialized paint program created for just this application (eg. painting fire). Depending on the degree of "realism"/complexity desired, there are one or two iray models in the DAZ store that may be of interest... just as quick example see Sickleyield's special effects kits like https://www.daz3d.com/fast-flames-iray or Inaneglory has a tube-like prop that could possibly spout flame: https://www.daz3d.com/idg-iray-fx-props-and-shaders
There were also a couple of similar, "smoke" models the last time I checked.
You may want to render a bit dark and keep the entire image down a couple of notches in order to maximize the core area near the missile or rocket's nozzle: RGB 255, 255, 255 or close to it is what you probably want in the core. Pure white!
Here is a very quick example of how parts of the DestinysGarden/Inaneglory (IDG) iray special effects set might be used to suggest a rocket exhaust. Note that there is no such thing as fire in space (not from small rockets anyway) but most people put them in anyway because the flames look nice, heh.
Figure 1 - one of the tube-like IDG iray special effecs props* selected at random, and I chose a "flaming" texture to put on it. * = see special note below.
Fig. 2 - a wider prop, and I applied a different texture. Just quick choices chosen at random.
Fig. 3 - I like image editors like Photoshop and Paint Shop... so here I have combined the first two flame types - my master renders were saved to disk in the available TIF format.
Fig. 4 - my next trick was to use the Lasso tool and puppetry techniques in an image editor, to pull down on some of the "flame" at the bottom.
Fig. 5 - same as #4 but with yet another, different IDG texture thrown in, and I gave it some Motion Blur. I would be interested in learning more about purposely-blurred renders.
Fig. 6 - a completely different texture choice, with some motion blurring added.
*In addition I sent one of the props to Hexagon to distort it a bit, ergo I wanted to flare it out a bit more near the bottom. Nobody says you have to use a Daz prop "as is" - you can change it if you so desire, and it doesn't take much knowledge or skill to push or pull on a couple of the vertex points on a model in Hexagon, before sending it back to Studio. In this case the area of the IDG prop that I distorted is outlined in light blue, in a screenshot below.
Yer welcome... Roman