After experimenting a lot with smoke simulations driven by force fields, i had to find an other solution. It works, but it’s fiddly and incredibly edgy performance wise.
See here: https://youtu.be/WSnQEarZ6Q0
So i decided 2 possible methods to optimize as a starting guide.
- A 2d plane, tracked to the camera, so the sun can rotate freely, with a crazy procedural texture. Fast and easy.
- Similar, but more complex with convincing results. It’s a particle system, distributed around the sun sphere in a 2d plane, with procedural texture driven planes as instancing objects. It’s very convincing, fast to render. Downside is that the particle system cannot be tracked to the camera, so to rotate around the Sun, you need to convert the particle system.