The Path Traced renders required a high sample and bounces count to ensure the rays penetrated through the entire exhaust plume/dust cloud
This shot involved two separate VDB sequences for the rocket exhaust and dust cloud.
An early test render to look-dev the exhaust plume
Liftoff simulation (2x slow motion). Simulating the look of the supersonic engine exhaust was one of the most challenging effects I've worked on. I found that rendering the VDBs at 96fps and rendering in Unreal at 24fps gave the best results.
We promotional rendering of Blue Origin's New Shepard suborbital rocket. The landscape heightmap was imported from GIS data of the actual launch site in Texas. The launch pad was modeled in Maya. All volumetric FX were authored in JangaFX EmberGen. All shots were rendered using Unreal Engine's Path Tracer.