Create solar flares with clouds?

Started by zepeu, November 16, 2018, 02:25:15 pm

zepeu

November 16, 2018, 02:25:15 pm
Hello world

I am actually working on a funny project in which I simulate a sun's surface with a planet (had problems to make it create white colour and having it orange by the way :p ) and I'd like to create some solar flares passing in the scene and in the "far away".

Here are some examples :

https://duckduckgo.com/?q=solar+flares&iax=images&ia=images

Therefore, clouds seem like a good solution to produce this effect

I tried several things without success...
And I don't find any tutorial or any help to explain me how the different functions work...

Could someone show/explain me how to deal with these clouds to make them look like solar flares?

You will find a "just the part we need" file joined here

Thank you by advance
zepeu

;-)

WAS

November 16, 2018, 02:42:24 pm #1 Last Edit: November 16, 2018, 02:53:11 pm by WASasquatch
You may find some help from my Glowing Sun with Prominence share.

https://planetside.co.uk/forums/index.php/topic,24436.0.html

I sort of gave up on the project as it takes awhile to preview just for adjustments on my machine. I have a v2 edit of it somewhere. I'll try to dig it out.

---

Looking at your current approach, you may actually find interest in my Meta-Layer approach, and subsequently, what I just figured out, altitude variation for ML Clouds.

https://planetside.co.uk/forums/index.php/topic,25956.msg257782.html#msg257782

The key to create a Cloud Meta Layer for this type of approach is a cloud layer with a large Depth centered in your area of effect. For example, a depth of 5000 and a altitude of 2500 will fill 5000 meters from altitude 0.

You can than use a Surface Layer with the child input being your Density Fractal, and pipe that DF into your Breakup a well to control breakup in fuzzy zones to conform to your cloud shapes.

Than you create a distribution shader and limit it to your desired altitude in position in texture, which means the altitude values will not be accurate and take some playing around compared to Final Position (like what cloud layers themself seem to use). We need position in texture to be able to warp the Altitude/Y axis or anything else.

You can than do a Warp Input Shader on the distribution shader, and feed it a Redirect Shader with a PF assigned to the Y Input, here you can use displacement to vary the whole Cloud Meta-Layer on the Y axis.

Since you want to create solar flars, you'll want to mask the Distribution Shader with a elongated Simple Shape Shader, or maybe Perlin Ridges or Voronoi Ridges with colour offset.

.... I'll try and make an example.
Check out the Terragen Community on Facebook: https://www.facebook.com/groups/Terragen.Galleries/

zepeu

November 16, 2018, 03:27:45 pm #2
Impressive star... Thank you !

I'll see if I understand something at the way you play with the shaders and try to adapt that

If some people have some other eamples, they are welcome to share ;-)
zepeu

;-)