What an amazing concept. Is that character your work? Love the style of the world you're building there! The Aurora Borealis might be a little on the heavy side, but having it fill the sky really goes with the scene. :) Was just wondering as you said you might do a tutorial at some point, is the amount of lights shown a variable in your system? Would be interesting to be able to have a realistic feel where only part of the sky is covered. I am working on a survival game set in Northern Canada and something like this would be really useful!
Hey thanks! Yeah i'm a solo dev and I've built it all myself. The character is undergoing a huge re-design now though (this character model was done for a game jam). With filling the sky, here it's just a test to see how it looks. I've already toned it down to appear only in areas. I'm not entirely sure what you meant by the amount of lights. In my game, it's set in complete darkeness and the player is the main light source. So what you're seeing now is just the light from the player's flame. There is a directional light for the global moon light. And i'm also using a Skylight actor to bounce off some of the sky lighting.
@@abeymiranda5457 Oh, yea I can see how that would be a less than ideal way to ask what I was trying to. By amount of lights I meant in the shader, the "aurora lines" if you will. Terrible way of asking if it's possible to mask things out for sure! The second bit was just to try and clarify what I knew was terrible phrasing. You've answered it perfectly :)
@@DeepFriedOreoOffline The aurora lines are just a texture map... something like a tiger stripe pattern and i've animated it using UV distortion. The Aurora banding is the only complicated part with some crazy shader work taking place.
@@abeymiranda5457 I figured the texture map bit, which is why I was questioning if it would be possible in your system to remove areas at runtime. My best guess on how to do this would be generating a mask in the shader so I wasn't sure if that was something you planned to do. It looks really great as a full sky effect! Just not what I personally would be looking for if/when you do show off how it works :P
Have you made the tutorial for this?
Please do a tutorial on it :)
Beautiful
What about the tutorial :(?
What an amazing concept. Is that character your work? Love the style of the world you're building there! The Aurora Borealis might be a little on the heavy side, but having it fill the sky really goes with the scene. :) Was just wondering as you said you might do a tutorial at some point, is the amount of lights shown a variable in your system? Would be interesting to be able to have a realistic feel where only part of the sky is covered. I am working on a survival game set in Northern Canada and something like this would be really useful!
Hey thanks! Yeah i'm a solo dev and I've built it all myself. The character is undergoing a huge re-design now though (this character model was done for a game jam). With filling the sky, here it's just a test to see how it looks. I've already toned it down to appear only in areas.
I'm not entirely sure what you meant by the amount of lights. In my game, it's set in complete darkeness and the player is the main light source. So what you're seeing now is just the light from the player's flame. There is a directional light for the global moon light. And i'm also using a Skylight actor to bounce off some of the sky lighting.
@@abeymiranda5457 Oh, yea I can see how that would be a less than ideal way to ask what I was trying to. By amount of lights I meant in the shader, the "aurora lines" if you will. Terrible way of asking if it's possible to mask things out for sure! The second bit was just to try and clarify what I knew was terrible phrasing. You've answered it perfectly :)
@@DeepFriedOreoOffline The aurora lines are just a texture map... something like a tiger stripe pattern and i've animated it using UV distortion. The Aurora banding is the only complicated part with some crazy shader work taking place.
@@abeymiranda5457 I figured the texture map bit, which is why I was questioning if it would be possible in your system to remove areas at runtime. My best guess on how to do this would be generating a mask in the shader so I wasn't sure if that was something you planned to do. It looks really great as a full sky effect! Just not what I personally would be looking for if/when you do show off how it works :P
@@DeepFriedOreoOffline oh yeah, I do have control over it in real-time... its like you said.. just a mask and i have a parameter to control that
two question?
what I just happened with this video and how do you do that
I'll be doing a few tutorial videos soon. But will be a while till i get to the Aurora tutorial
ok keep it up