There“s always the "wave" deformer on geometry (deform-plane)
and mix it up with "flow along surface" (ICE for the emmiter), vector to -X
and I can imagine this will have you closer to what you seek....

On Tue, May 5, 2015 at 2:13 PM, Will Sharkey <[email protected]> wrote:

> 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
>>
>>
>


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