New sprites based nebulae

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Fenerit M
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Re: New sprites nebula (from old)

Post #41by Fenerit » 27.08.2011, 19:58

Goooood!
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Fenerit M
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Re: New sprites nebula (from old)

Post #42by Fenerit » 27.08.2011, 21:02

Finally - then I no longer bother you - do you have developed some algorithms for pillars? Now they can be nested on with easyness. :wink: Recall that there is also the propriety "blend premultiplied" which is a bit more tricky to set, since it "darken" the blending.
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Cham M
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Re: New sprites nebula (from old)

Post #43by Cham » 28.08.2011, 01:55

And here's another one I like very much. I'll use it somewhere (around a black hole, a white dwarf or something else...) :

nebu1.jpg
nebu2.jpg


Here's the model (use the same texture file as for the other models) :

shell21_sprites.cmod.zip
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Cham M
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Re: New sprites nebula (from old)

Post #44by Cham » 28.08.2011, 02:57

Here's a small resolution of a nebula of the same style as the previous one. Small on disk, small in memory and higher frame rate...

nebul1.jpg
nebul2.jpg


Model (without its PNG texture file...) :

shell22_sprites.cmod.zip
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Re: New sprites nebula (from old)

Post #45by selden » 28.08.2011, 11:52

Fenerit wrote:Cham, first I apologize for the inconvenient but I solved that several months ago and I didn't recall it.
The "color f3" must be "color0 f3". This is undocumented on Wiki's example.

I have fixed the typo in the example.
It already was correct in the section "BN description of CMOD fomat"

Reminder: anyone can fix problems or add new information to the Celestia WikiBook.
Selden

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Cham M
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Re: New sprites nebula (from old)

Post #46by Cham » 28.08.2011, 13:06

These look like some real pictures from space :)

tuc1.jpg
tuc2.jpg


Just add a nebula model inside Celestia's globular clusters (47 Tuc, for example) and it will give you some truly spectacular views ! 8O
This is not a texture pasted on a flat billboard !
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Re: New sprites nebula (from old)

Post #47by Cham » 28.08.2011, 14:18

That one is a pure beauty ! Sadly, the impact on the frame rate is a bit high :x

pict1.jpg
pict2.jpg
pict3.jpg


The problem in this case is not the number of sprites (total of 3000 sprites, which is similar to most other nebulae presented before). The sprites are just bigger, so there is more overlapping of sprites and Celestia has to calculate the effect of all the superpositions (transparency, colors, ...). This has an impact on the frame rate.

My Mathematica generator has now 20 parameters to play with ! It's very hard to predict the results now. Trial and error is the only way to get nice looking nebulae. If only I could reload the models in Celestia without having to restart it, it would be extremely fast, since Mathematica is writing the CMOD file directly in its proper models directory.
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Re: New sprites nebula (from old)

Post #48by Cham » 28.08.2011, 14:51

Here's a good compromise for the previous model. 1500 sprites and the frame rate cost is less severe.

coquille.jpg


Here's the model itself :

shell24_sprites.cmod.zip


I strongly suggest to use the models as SSC objects, instead of DSC. As a DSC object, the nebula will leave a luminous dot on screen, when the nebula is seen from a long distance. I think this is a limitation of the sprites implementation in Celestia.

If you use the models as DSC object, I suggest that you make them invisible by default, and then use a scripted switch ("layer") to toggle the nebulae ON/OFF.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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Re: New sprites nebula (from old)

Post #49by Cham » 28.08.2011, 15:46

And a red-yellow one :

yell.jpg
yell3.jpg


The model :

shell25_sprites.cmod.zip


Feedback would be appreciated. Rendering quality, frame rate, etc. Critics.
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Re: New sprites nebula (from old)

Post #50by Fenerit » 28.08.2011, 17:22

Hi, with 4k sprites lonely in the space I do not had problems (shell10 was 4K), and my system is a bit out of date; maybe the sprite nebula inside 47 Tuc is problematic because there is also the globular cluster to calculate superimposition.
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Fenerit M
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Re: New sprites nebula (from old)

Post #51by Fenerit » 28.08.2011, 18:09

Cham, do you are aware that your "beauty" nebula is the Helix nebula with other colors? :)
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Re: New sprites nebula (from old)

Post #52by Cham » 28.08.2011, 18:16

Fenerit wrote:Cham, do you are aware that your "beauty" nebula is the Helix nebula with other colors? :)

Yes, and I tried to reproduce it with more appropriate colors. It failed, since the blobs disposition is mostly random at each Mathematica pass. I'll try again later today.
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Re: New sprites nebula (from old)

Post #53by Cham » 28.08.2011, 18:46

Some variations ...

two.jpg
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Re: New sprites nebula

Post #54by Cham » 28.08.2011, 19:32

This page is giving me some ideas ! ;-)

http://www.gemini.edu/node/11120

web.jpg
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Re: New sprites nebula

Post #55by Cham » 28.08.2011, 21:08

Supernova remnant :

remnant1.jpg
remnant2.jpg


Model for Celestia :

shell28_sprites.cmod.zip
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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Re: New sprites nebula

Post #56by Cham » 28.08.2011, 22:49

O well,

I just had the idea to replace my old pulsar jets :
jets.jpg
jets2.jpg
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Re: New sprites based nebulae

Post #57by MiR » 29.08.2011, 18:41

I like these pictures, is very persuasive. Better than the picture-based illustrations I think.

Reasons the CMOD's solely on mathematical calculations (equations?) Or is a subsequent alteration possible?
In other words: can everyone do this work (with Mathematica) or requires it a profound mathematical knowledge?

I'm thinking about a representation (with these sprites) of an atmosphere of hot Jupiters (like Pegasi/b...)

Michael

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Cham M
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Re: New sprites based nebulae

Post #58by Cham » 29.08.2011, 19:18

An accretion disk (high temperature) prototype :

ring.jpg



MiR wrote:Reasons the CMOD's solely on mathematical calculations (equations?) Or is a subsequent alteration possible?
In other words: can everyone do this work (with Mathematica) or requires it a profound mathematical knowledge?

Yes, the models are highly mathematical in origin. While a user wihout any knowledge on maths could in principle use the Mathematica file, by just changing the 20 parameters in the code's header and test the models in Celestia, it wont be very practical without knowing what he's doing with the parameters !

These models cannot be done without maths knowledge, unfortunately.
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Re: New sprites nebula (from old)

Post #59by Fenerit » 29.08.2011, 20:50

selden wrote:
Fenerit wrote:Cham, first I apologize for the inconvenient but I solved that several months ago and I didn't recall it.
The "color f3" must be "color0 f3". This is undocumented on Wiki's example.

I have fixed the typo in the example.
It already was correct in the section "BN description of CMOD fomat"

Reminder: anyone can fix problems or add new information to the Celestia WikiBook.

I see your post only now. Thank you Selden for fixing the typo. Yes, indeed was the description that led me to the solution.

---------------------------------------------------------------------------------------------------------------------------------------------

MiR wrote:I like these pictures, is very persuasive. Better than the picture-based illustrations I think.

Reasons the CMOD's solely on mathematical calculations (equations?) Or is a subsequent alteration possible?
In other words: can everyone do this work (with Mathematica) or requires it a profound mathematical knowledge?

I'm thinking about a representation (with these sprites) of an atmosphere of hot Jupiters (like Pegasi/b...)

Few years ago I made an experiment to warm an exoplanet with sprites. It is always a prototype, but you can take a look.
http://shatters.net/forum/viewtopic.php?f=6&t=12921

---------------------------------------------------------------------------------------------------------------------------------------

Cham wrote:Yes, and I tried to reproduce it with more appropriate colors. It failed, since the blobs disposition is mostly random at each Mathematica pass. I'll try again later today.

There is a way for the generator to costraint the parameters along the world-axis? That is: something that bound the randomization in way that it start from centre and go toward the external, instead of be globally scatterd from start? (if I've well-understood the issue).
Never at rest.
Massimo

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Cham M
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Re: New sprites based nebulae

Post #60by Cham » 29.08.2011, 21:05

This experiment turned into a bad model. However, it is stunning, as seen from a particular angle :

bad.jpg
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"


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