Hi LeeE

If you've 3D coordinates it should be some work
but possible ;-)
or position by hand :-?
or try this (2D fake stupid workaround):
1--Create a Sphere
----assign this javascript to the sphere:

//---Script begin
// Get the color and set the size
collength = Self.GetColor();
// adjust the multiply by 0.1 to your needs
collengthx = collength.x*0.1;
collengthy = collength.y*0.1;
collengthz = collength.z*0.1;

Self.SetLengthA(collengthx);
Self.SetLengthB(collengthy);
Self.SetLengthC(collengthz);

// Set visibility defined by size
// adjust the 0.1 to fit your need
if(collength.x > 0.1) 
    invisible = 0;
else 
   invisible = 1;
Self.SetRtInvisible(invisible);
//---Script end

2-Now record a macro to easily create a dense
---grid of spheres (if you're Texture is 2048x2048
---create 2048x2048 spheres, you can split this
---and work in parts (256x256 grids), too
---use a grayscale like RGB image, to avoid "eggs")
3-Create a Parallel-Map with the texture, which matches the size of the 
spheregrid
4-Map the textures color to the spheres color.
5-Move the Frameslider, to initialize the script
---the spheres should resize and most of them should become Raytrace Invisible
6-Open advanced selection-->Property check Invisible in Photorealistic rendering
--then press select
--all not used spheres should be selected, delete them
7-If there is no need for the script now, simply select
---all spheres, open the Properties Window and set Command language to 
"empty/none"
---or delete the script

You should now have a 2D plane with spheres, where
the spheres size is based on the maps color, here and there
you'll maybe end with a cloud of spheres, which you have to refine
by hand, but as said above "2D fake stupid workaround",
I've never tried it for a starsky ;-)
One thing left:
Map the spheres to a nurbs mesh with high density or a SDS,
then deform the Mesh or SDS to get a spherical sky, set Mesh RT-Invisible ;-)
Assigned image is without the RTInvisible part.

Matthias

----- Original Message ----- 
From: "Lee Elliott" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, August 04, 2006 12:29 AM
Subject: Re: Star image zoomer. Any ideas?


> 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
> 
> 

<<attachment: stereo-kugeln.jpg>>

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