Shift+A -> Mesh -> Cube
Edit Mode -> Select all -> Z until cube 'on top of' origin
Rotate 90 degrees on the X axis
Object Mode -> Scale on X until long and narrow
Go to Shader Editor
Create new material -> delete Principled BSDF
Shift+A
Shaders -> Principled Volume
Input -> Texture Coordinate
Texture -> Gradient
Vector -> Mapping
Texture Coordinate Generated output to Mapping Vector input
Mapping output to Gradient Vector input
Gradient Factor output to Principled Volume Density input
Principled Volume output to Material Output Volume input
Tweak Mapping settings to create a thin, flat band of 'volume'
Object Mode -> position volume at wingtip of aircraft
Shift+D -> position second volume at opposite wingtip
Select both volumes -> Select aircraft -> Ctrl+P -> Parent Object
Select volume -> Go to Physics tab
Check 'Soft Body' physics
Tweak settings so that volume mesh does not have much bounce
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