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
