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On Sat, 30 Apr 2011 02:49:26 +0200, Alain <aze### [at] qwertyorg> wrote:
>> Really? Macros for a simple starfield? It can be done much easier with a
>> sky_sphere. I'm not using the standard stars.inc starfield, I'm using
>> my own
>> texture. Paste the code into your scene and delete your previous
>> background
>> sphere/box/sky_sphere/whatever.
>
> Your code still suffers from the same effect as the standard sky
> pigments. That problem is that it relies on sub-pixel details to do it's
> magic.
> If you rotate the camera or see it in a moving reflective surface, the
> stars will flicker wildly from frame to frame.
> It will also change, possibly quite a lot, whenever you change the
> dimention of your image, as the pixel to sub-pixel relation will change.
>
> Also, as it have 14 layers, your texture is particularly slow to render.
>
> Whenever you have a mobile camera, and that that camera is subjected to
> change t's orientation during an animation, you just can't rely on any
> pigment or texture that is based on fine grained sub-pixel details to
> work.
>
> What you need are stars that are guaranteed to always remain visible
> from frame to frame, and thus, need to be at least as whide as a pixel,
> or a little larger.
> Your proposition with a bozo scaled as low as 0.001 will just don't work.
>
>
>
> Alain
How about:
sky_sphere{ pigment { crackle form <1,0,0>
color_map { [0 rgb 1]
[.1 rgb 0]
}
scale .05
}
}
--
-Nekar Xenos-
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