Re: Starfield Environment Shader

Date : Thu, 11 Jan 2007 09:19:14 -0500
To : XSI(at)Softimage.COM
From : Joey Ponthieux <j.g.ponthieux(at)LaRC.NASA.GOV>
Subject : Re: Starfield Environment Shader
Try this.

http://maps.jpl.nasa.gov/stars.html

Joey Ponthieux
NCI Information Systems Inc.
NASA Langley research Center
____________________________________________________________
Opinions stated here-in are strictly those of the author and
do not represent the opinions of NASA or any other party.



Eric Lampi wrote:
Paint a greyscale image, use it as a texture map it onto geo, and use it as an emission map under the emitter's rate.
You will probably need to generate a lot of them to get the desired effect, but it will work If you wnat a more 3D effect, put a little speed on the emission with a high varience. Once it looks good enough, freeze it.
E
Freelance 3-D Animator, F/X Artist



----- Original Message ---- From: Adrian Lopez <liquidlightdigital(at)gmail.com> To: XSI(at)Softimage.COM Sent: Wednesday, January 10, 2007 9:50:55 PM Subject: Re: Starfield Environment Shader

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.

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