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Aurora

Day 27 of Nodevember, “Plasma”. Found a weird but functional solution to the fact that Unreal doesn’t show additively-blended stuff in reflections: the “reflected” version is the same particle system, flipped upside down, with some size adjustments to make it fuzzier / dimmer and some added screen-space distortion in the material to make it ripple.

Screenshot.

Screenshot.

Live.

Early WIP, shortly after I got the shape working.

Early WIP, shortly after I got the shape working.

Got the “reflection” set up and started on the sky.

Got the “reflection” set up and started on the sky.