Very nice! Maybe the transition between colour-bands could use some work, but so far it looks pretty convincing to me.
Quote from: cyphyr on June 17, 2012, 03:53:54 PM
Very nicely done. There was some work done on rainbows a couple of years back, if you haven't done so already check out BigBen's thread on the subject.
Cheers
Richard
I remember that thread too, makes me wonder how geeky we must be

Anyway, his method was very complicated and slow if I recall correctly and I'm very surprised to see this solution here which is straight-forward and probably quite fast as well.
He probably could speed it up a tad bit by making the cloud localized, although I'm not 100% sure how a localized cloud's texture space works combined with the texture space of distance shader.
To explain for others: a localized cloud renders faster because the fractal noise input only needs to be calculated for the localized area and not for the complete texture/image space. If you 'isolate' a cloud using a distance shader then still the complete texture/image space needs to be calculated and thus it is slower. However, how does this work when it is combined? Interesting perhaps to test some time.