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I'm looking for help with this galaxy. I want to be able to zoom into any star
in the galaxy. The problem is there aren't any - it's just all media densities.
I have also tried glows but it didn't look as good as the media version. Any
ideas?
I'll post the code in povray.text.scene-files
Tnx
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
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"Nekar Xenos" <go_### [at] yahoocom> wrote:
> I'm looking for help with this galaxy. I want to be able to zoom into any star
> in the galaxy. The problem is there aren't any - it's just all media densities.
> I have also tried glows but it didn't look as good as the media version. Any
> ideas?
>
> I'll post the code in povray.text.scene-files
>
> Tnx
>
>
> --
> -Nekar Xenos-
> ----------------------------------------
> "The truth is out there..."
I think you have an exremely difficult challenge. I've thought of doing
that too... more like being inside the galaxy and rendering each individual
star. The problem is, there are MILLIONS of stars to render.
You'll definitely be my hero if you ever solve this problem.
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>The problem is, there are MILLIONS of stars to render.
Billions (or trillions depending on your galaxy). It would be impossible,
needless to say hideously slow to attempt to render all the individual
stars in a galaxy, in one view. A comparison would be modeling a small
desktop object... using atoms.
What you'll want to do instead is have levels of detail. The renders you
presented would be your lowest level of detail. As you get closer to the
galaxy you'd zoom in one more level and use another, more intricate media
density. Your third level of detail could be a transparent texture with a
noise function on it. The noise would create dots that would wind up to be
your stars. Your final level of detail would use the coordinates of the
dots as actual objects, spheres or glows. The other LODs would still be
visible in the background (except maybe the highest two).
Coding your proximity to galactic center and computing a resulting star
density, and translating the noise into 3D objects, will definitely be a
fun project!
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"Skip Talbot" <ski### [at] aolcom> wrote in message
news:web.44793c72b1d7796fd6b588060@news.povray.org...
>
>>The problem is, there are MILLIONS of stars to render.
>
> Billions (or trillions depending on your galaxy). It would be impossible,
> needless to say hideously slow to attempt to render all the individual
> stars in a galaxy, in one view. A comparison would be modeling a small
> desktop object... using atoms.
>
Whooppee!!!
> What you'll want to do instead is have levels of detail. The renders you
> presented would be your lowest level of detail. As you get closer to the
> galaxy you'd zoom in one more level and use another, more intricate media
> density. Your third level of detail could be a transparent texture with a
> noise function on it. The noise would create dots that would wind up to be
> your stars. Your final level of detail would use the coordinates of the
> dots as actual objects, spheres or glows. The other LODs would still be
> visible in the background (except maybe the highest two).
>
> Coding your proximity to galactic center and computing a resulting star
> density, and translating the noise into 3D objects, will definitely be a
> fun project!
>
Thanks Skip,
LOD seems to be the answer.
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
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"Nekar Xenos" <go_### [at] yahoocom> wrote:
> I'm looking for help with this galaxy. I want to be able to zoom into any star
> in the galaxy. The problem is there aren't any - it's just all media densities.
That's an awful lot of disk storage!
I don't know if this will make your task easier or more difficult, but some
stars are a lot brighter than others, and will show in a less detailed
view. The brighter the star, the rarer, so there won't be many of these.
As you zoom in, the dimmer stars become visible, but in a smaller FoV.
Thus, as you have to take more, dimmer stars into account, you'll have a
smaller proportion of them to consider. (Life imitates Skip's LoD plan)
I'll leave it up to you how to locate any of 100,000,000,000 stars, but with
this "progressive resolution" of stars, at least you won't have to consider
all of them at once.
Among the brightest stars are the blue supergiants. These tend to
congregate in clusters along the spiral arms, near those pretty pink
emission nebulae. This image of the Centaurus A Galaxy shows individual
blue stars while dimmer stars are unresolved.
<http://hubblesite.org/newscenter/newsdesk/archive/releases/1998/14/image/a>
Good luck!
_________________
Your galaxy reminded me of some images of real life galaxies. The near
edge-on view reminds me of M106 in the constellation Canes Venatici
(underneath the handle of the Big Dipper or Plough).
<http://www.seds.org/messier/more/m106_more.html>
The face-on view looks somewhat like M99 in the constellation Coma Berenices
(between Leo and Virgo). M99 is in the heart of the Virgo Supercluster, a
vast congregation of tens of thousands of galaxies. Our Milky Way Galaxy is
on the outskirts of this supercluster, 55 million light-years from the
center. The Virgo Supercluster's gravitation is so powerful that it
counteracts the expansion of the universe in its vicinity! M99 is part of
the central cluster of about 3000 densely packed galaxies; the
gravitational interactions there whip the galaxies around so fast that
several of them actually show a *blue* shift.
<http://www.seds.org/messier/more/m099_more.html>
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Hi Nekar,
I might have an idea suitable for you. Just an idea, you need to do the code
writing.
Having at all times a nice billion of stars might truly be one of both:
suicide or a life work. But since you write about zooming closer, you could
still have your zoomable suns. Use some scripting inside your scene.
That scripting would create ambient spheres just on demand. From a distance,
the scene contains no sun spheres. But once you scroll to a certain
location, the script within starts to create on or a few (ambient?) sun
spheres as the camera zooms closer to that location. At the begin, these
spheres are just tiny, tiny, tiny. The closer you get, the bigger (in a
descent increase) the few spheres get, and the distances between them also
increase. Note that, based on the huge distances between real suns, usually
only the target sun gets bigger, while the other (few) distant suns remain
in a smaller size but move out of the image due the camera viewpoint.
The creation of the spheres (and their amount) could be triggered by the
zoom factor, or let's say, the camera position. The scripting is now up to
you. May the POVer be with you, young Jedi!
I think, this way you can have a fast calculating galaxy and on zoom-in also
recognizable suns doing their natural part in a universe full of POV
creatures...
Greetings, and let me know your feedback,
Sven
"Nekar Xenos" <go_### [at] yahoocom> schrieb im Newsbeitrag
news:4478d9bc@news.povray.org...
> I'm looking for help with this galaxy. I want to be able to zoom into any
> star in the galaxy. The problem is there aren't any - it's just all media
> densities. I have also tried glows but it didn't look as good as the media
> version. Any ideas?
>
> I'll post the code in povray.text.scene-files
>
> Tnx
>
>
> --
> -Nekar Xenos-
> ----------------------------------------
> "The truth is out there..."
>
>
Post a reply to this message
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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
news:447baa81$1@news.povray.org...
> That scripting would create ambient spheres just on demand. From a distance,
> the scene contains no sun spheres. But once you scroll to a certain location,
> the script within starts to create on or a few (ambient?) sun spheres as the
> camera zooms closer to that location. At the begin, these spheres are just
> tiny, tiny, tiny. The closer you get, the bigger (in a descent increase) the
> few spheres get, and the distances between them also increase. Note that,
> based on the huge distances between real suns, usually only the target sun
> gets bigger, while the other (few) distant suns remain in a smaller size but
> move out of the image due the camera viewpoint.
>
With this crackle density for the media I will only need to do the star I am
zooming into, so that solves a couple of billion problems in one go!
> The creation of the spheres (and their amount) could be triggered by the zoom
> factor, or let's say, the camera position. The scripting is now up to you.
> May the POVer be with you, young Jedi!
I now have the POVer of the crackle macro!
...I think.
>
> I think, this way you can have a fast calculating galaxy and on zoom-in also
> recognizable suns doing their natural part in a universe full of POV
> creatures...
>
We're definitely thinking along the same lines here. =)
--
-Nekar Xenos-
----------------------------------------
"The truth is out there..."
Post a reply to this message
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If you do figure this out, will you be my friend :D?
Anyway, here is a program I use alot. It shows the universe in 3d, and yes
you can zoom into each star, each planet, each moon, every satelite. With
downloadable deepspace objects and other galaxies with stars, this is the
best one I have ever seen. And best of all, it is free.
::CELESTIA::
www.shatters.net/celestia/
Regards,
Allen
::PLUTONIC DESIGNS::
::POV-IRTC-SPORE-WEB&GRAPHICS_DESIGN::
http://allen.emailnuts.com/
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z
"Allen" <nomail@nomail> wrote in message
news:web.44867597b1d7796f9d44b1c50@news.povray.org...
> If you do figure this out, will you be my friend :D?
>
> Anyway, here is a program I use alot. It shows the universe in 3d, and
> yes
> you can zoom into each star, each planet, each moon, every satelite. With
> downloadable deepspace objects and other galaxies with stars, this is the
> best one I have ever seen. And best of all, it is free.
>
> ::CELESTIA::
> www.shatters.net/celestia/
>
> Regards,
> Allen
>
I love playing around with Celestia, I still want to download the
Encyclopedia and the Sci-Fi stuff some day. I also love the concept of
Spore and I'd love to be able to bring the two concepts together in Pov.
--
-Nekar Xenos
"The truth is out there"
Post a reply to this message
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