Thanks for that write up, Im just got a really good result using that
method. It'll certainly be a mix of geo and fog.

Really appreciate it, Cheers.

On Mon, May 4, 2015 at 6:12 PM, Matt Lind <[email protected]> wrote:

> Many ways to attempt this.
>
> If you prefer working with geometry, you can create some curves and
> extrude them vertically along an axis to create a wall of sorts, then
> animate the curves wriggling as they travel across the sky.  The extruded
> surface can use a shader to control falloff.  Render the geometry as
> separate passes using constant shading for faster render times as well as
> full control over the color.  Finally, blur the passes in post before
> assembling.
>
> Another route to consider is using a light, 2 bitmap textures, and a cube
> with a volume shader.  Essentially you'll shine a light onto the textures
> which act as a mask to create light rays inside the volume of the cube.
> The rays can be rendered, colored, varied and blurred.
>
> The cube is made large enough to fill the sky and uses a constant material
> with full transparency so the inside of the cube can be seen.  The first
> bitmap texture is a matte containing the noise pattern you want to use for
> the shape of the borealis effect.  The 2nd bitmap texture is a
> wash/gradient to drive the effect's color.  Project the textures in the XZ
> plane from underneath onto the cube.  Shine the light from underneath the
> cube to cast rays into the cube via the volume shader.  The volume shader
> can have most of it's features deactivated to speed up rendering (should
> render really fast).  All you need is the active light list, density, and
> color....and possibly raymarching step set small enough to not see
> aliasing.  You should not need shadow casting provided by the volume
> shader.  Shadow falloff of the light as well as density of the volume
> shader control the height of the borealis effect, which can also be varied
> by inserting a noise node into the rendertree, or by projecting another
> texture from the light or onto the side of the cube to act like a matte.
> render the scene, then blur the results a bit in a compositor.  The
> advantage to this technique is it can be completely procedural, but still
> leave the door wide open for you to override that with manual control at
> any step of the way.
>
> Matt
>
>
>
>
>
>
> Date: Mon, 4 May 2015 11:47:45 -0400
> From: Will Sharkey <[email protected]>
> Subject: aurora borealis effect
> To: "[email protected]"
>
>
> I've been doing some research on how to achieve this effect with particles.
> I was thinking sheets of particles with a bunch of turbulence and other
> forces:
>
> https://youtu.be/8NrhuBhgmjU?t=33
>
> I'm still brainstorming, Any thoughts or approaches? Would you use
> particles or animated Geo and a bunch of layered animated sequences?
>
> Thanks in advance
>
>

Reply via email to