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 > >> > > >
