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Warcraft_effect_problem


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I came up with something close to that a while back for Redshift. I call it lightning wisp. The basic material concept is you feed a long thin greyscale map to the alpha channel then you invert the colors and feed that to intensity with a multiplier to control brightness. The image you have posted also looks like there is a temperature channel for a volume included as well.

Untitled-1.jpg

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this looks like a surface shaded with normals to me. it seems like it would be really tricky to do with a volume with all of the high frequency stuff going on.  certainly a lot of comp work, with glows and grades.

the steps for making this would be:

  • animate or simulate a constant number of points flying around
  • use a trail sop or solver sop to make the points into lines
  • convert the lines to nurbs
  • skin the curves together
  • shade the surface with normal falloff

good luck!

 

 

warcraft.jpg

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