
''Naked'' effect looks like this:
(Map - default UT3 VCTF-Sandstorm)


It's a simple, flat, always camera-facing emitter, however, material might be applied on a spherical static mesh.
Yeah, it grows from small to big, then fades quickly, but nicely.
2) Check out material trees i just posted. Materials used in particle system must be set up correctly:
''1) In material editor, under ''Usage'' make sure you have ''bUsedWithParticleSprites'', ''bUsedWithBeamTrails'', ''bUsedWithParticleSubUV'' checked.
2) In material tree, you should have ''VertexColor'' expression assigned somewhere, f.e. connected with the rest of setup via ''Multiply'' expression.''
3) Looks pretty decent! From video i'm not sure if aurora fades in/out or not. Playing with material expressions should help tweaking overall looks. However, it might take a whole book to explain all possible combinations, but i'm ready to answer to a specific issue

4) What to use: Materials or Cascade - it all depends on complexity of the effect. Materials don't hurt performance as much as particles do.
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