Re: Starfield Environment Shader

Date : Wed, 10 Jan 2007 20:21:54 -0800
To : XSI(at)Softimage.COM
From : Stephen Parish <sparish(at)ilm.com>
Subject : Re: Starfield Environment Shader
A while back I had to make a nice starfield to fly through, I tried the particle method and it was fine but such a hassle when wanting to render with motion blur (this was back in 3.5).. So in the end I used lots of simple squares, I made zillions of them and then used the randomize function in the transform panel to put them all over the place. I used a constant white material on them and in comp I added a glow.. they rendered easily and super fast and you have good control over where they go.



Steve


Adrian Lopez wrote:

Nice suggestion, Joe - I gave it a shot - and it sort of works. There's a lack of control, however, that I find unsettling. I cant model concentrations of stars, or control the spread in other areas of the sky. I suppose you could use textures or weight maps to control the emission - but God, its such a struggle.

On 1/10/07, *Joe Laffey* <joe(at)laffey.tv <mailto:joe(at)laffey.tv>> wrote:

    On Wed, 10 Jan 2007, Wayne Williams wrote:

    > I didn't know single point polys existed. Don't you have to have at
    > least 3 for it to be considered a polygon? Otherwise it's a point or
    > line ya?


Technically yes, given the etomology of the word (many angles).

    I would guess the OP has come from LightWave where there is
    support for
    render single point polygons (which are a distinct entity from
    points) as
    pixels. They work quite well for stars.

    As far as making stars in XSI what about making a very large
    sphere set to
    emit particles with speed 0 in its volume.

    Like this:


CreatePrim "Sphere", "MeshSurface" CreateParticleCloud "sphere" SetValue "cloud.cloud.ParticlesOp.sphere_emission.Generation", 3 SetValue "cloud.cloud.ParticlesOp.sphere_emission.Speed", 0 SetValue "cloud.cloud.ParticlesOp.sphere_emission.Rate ", 20000 NextFrame

    Then set an initial state, or have the rate drop to 0, or
    export/import
    etc.

    Then you use one of the particle shaders to get stars, you can
    even give
    them random colors, and random scales, which tend to look very
    good for
    stars.

    --
    Joe Laffey                |       Visual Effects for Film and Video
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-- Adrian Lopez CEO | Director | Producer Liquid Light Digital Kingston, Jamaica C: 876.381.2471 W: 876.978.6418

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-- steve parish | digimatte artist | industrial light + magic | x2652


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