That looks good but would it be possible to create a real 
starfield with particles i.e. the correct constellations etc?

When I've vectorised line drawings to use as templates, in 
addition the the curves I actually want, I've also ended up with 
a lot of particles (where I suspect the edge filtering routine 
has found some noise), so vectorising a starmap might give you 
correctly positioned particle objects to which you might then be 
able to assign an emissive texture.

Haven't actually tried it, of course   :)

LeeE


On Thursday 03 August 2006 19:40, Matthias Kappenberg wrote:
> Hi Karl,
>
> why don't use particles:
>
> http://www.matthias-kappenberg.de/index.php?id=166
>
> Matthias
>
>
> ----- Original Message -----
> From: "Karl" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Thursday, August 03, 2006 3:17 PM
> Subject: Star image zoomer. Any ideas?
>
> > Hi
> >
> > I was laying in my bed yesternight and came up with an idea,
> > and it has been bothering me ever since. I am very much a
> > science fiction fan, so anything dealing with space
> > renderings and space science is something I like.
> >
> > In real life when you're gazing through a telescope, the
> > star come out brighter but zooming in and out only increases
> > the distance between the stars. There is no blurring or
> > interpolation going on :-) Real space is slightly more
> > complicated than a texture I guess.
> >
> > In renderings we tend to use bitmaps to represent space. But
> > when you zoom into these you get very large pixels that can
> > also be smeared by interpolation (if set). Is there any
> > comprehendable way within VSL to make a texture behave in
> > this matter? If texture pixels are denser than screen, fine,
> > interpolate. But if screen pixels are denser than texture
> > pixels, I want to have the pixel centered to the texture
> > pixel, adding black between the neighbouring pixels.
> >
> > Any ideas if this is somewhat possible?
> >
> > Karl

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