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