Hmm very interesting, I really appreciate the in depth discussion on this. So far I'm sticking with the scrolling since I thought about it more and realized it should completely nail what I'm going for.
Two things I'm wondering are...
1: how to get some realistic sparks to toss in randomly during the effect's runtime (although not too many sparks)? On that note I also need to figure out how to control the sparks enough so that they don't clip through the model. They should be sparse and have a very short life span. Shortest being in the center of the effect, as to not go through the top of the transformer. And longest lifetime off the sides of the unit.
2: how to create two glow (but rather sharp) start/end flares to help mask the convergence point for the arc to pylon. It would be fantastic if I could give the material a flicker from audio level (as I heard we could do that) since I still have a arc loop snd in the works.
I'm not out of ideas on how to create the materials for this, that's honestly the really fun part. I just need to know how to implement them in terms of materials and effects for the particle. I get some of it, but I'm rather vague on exactly how to arrange an effect. I'm assuming you can toggle and control different groups with stages?
Then the end result should be several bolts racing between the pylons erratically as they converge into two points of light, with some sparks falling randomly.
EDIT: I feel kinda like a derp. One thing that also is sorta important is how I flag/use a mesh in a particle effect? I see stuff for shaders to use but what if I have something rather specific like these planes I want to define the arc path with? That's the mesh I need to define, the rest I should be able to add within the editor I would think.
Edited by Epifire, 01 February 2016 - 12:22 AM.