Hi Karl,

is there a short demo render to look at.
Maybe then it's easier to understand what you're looking for.

Matthias

----- Original Message ----- 
From: "Karl" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, August 04, 2006 6:40 PM
Subject: Re: Star image zoomer. Any ideas?


> Hi
> 
> Thanks. Some pretty wild ideas here :) It was intended for a starsky, but  
> objects and particles is a no-go in this particular setup.
> 
> It occurs to me the only feasable method is to setup scripts within  
> Celestia, and fraps it from there. Lots of images though, probably need a  
> new hd :-}
> 
> Karl
> 
> 
> On Fri, 04 Aug 2006 08:27:57 +0200, Matthias Kappenberg  
> <[EMAIL PROTECTED]> wrote:
> 
> > 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
> >>
> 
> 
> 

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