CompuServe Thread

#Inside a Globe

18 messages in this thread
#37696From: Mitchell WaiteMar 17, 1993 11:27 PM
How do I put a globe around my geometry and get it to act like clouds or a sky. When I put a big gshere you see all its facets in the rendering (which is very cool but I want it smooth). Plus I don't know how to get a bit map to look right. Mr. 3ds Dummie.
#37722From: MARTIN G FOSTERMar 18, 1993 3:34 AM
Mitchell, there's a really good sky dome available for download on this forum. It was contributed by Jamie Clay of the Adesk IDL and I use it all the time. You'll have to browse around to find it but it's ready to import and render with a geometry and a map and it looks great – it's seamless.
#37819From: Dirk GastaldoMar 19, 1993 12:41 AM
Martin, I think you're referring to CLOUDS.ZIP in Lib 3. I'm having similar trouble getting my "celestial sphere" to look right. I've used AAPro to create a GIF file with white dots representing stars. I then use this as a texture map in a material. I have a huge sphere surrounding my solar system. I flip the normals on the sphere, use spherical mapping, and assign the material. The result looks pretty bad. My stars end up being big blurs of white. I've tried using real small dots in the GIF file, but with the same result. I've got the celestial sphere linked to the motion of the sun. I'll download CLOUDS.ZIP to check it out. Maybe it will help with my celestial sphere. Do you have any thoughts on how to get a more realistic starry background? I don't think I can use the STARS IPAS routine because I need to have the starry background linked to the sun's motion. Thanks! Dirk
#37830From: MARTIN G FOSTERMar 19, 1993 2:48 AM
Dirk, Jamie Clay used a cylindrical map for his clouds squashed hemisphere so you might try that – make the height the same as your globe.
#37901From: Dirk GastaldoMar 19, 1993 3:04 PM
Thanks, Martin. I have been using spherical mapping. I'll give cylindrical mapping a try. Greg also suggested making individual objects for each star. Maybe I'll see you tomorrow at the users' group meeting. Dirk
#37921From: MARTIN G FOSTERMar 19, 1993 6:20 PM
Dirk, I do plan to be at the meeting tomorrow, but I think cylindrical may work better for you except for possible distortion at the poles of the sphere – that's why Jamie's cloud mesh is a squashed hemisphere.
#37859From: Mar 19, 1993 9:26 AM
Dirk: Because of the expansion of maps when you apply them to the inside of a sphere, I don't know if you will achieve satisfactory results with that method on your universe! You may end up having to create the stars as objects, and apply a self illuminationg material to each one! The smallest object consists of three vertices and one face. Create one, map it, and place it wherever looks good. Then copy it like crazy! After you have created a good sized chunk, copy the whole thing a few times. May take the better part of a day, but should look very realistic! You can have a few sizes and colors to add even more realism. Just make sure your normals all face towards the Earth! Even adding 3,000 stars like this will only add 9,000 vertices and 3,000 faces, which shouldn't slow your rendering down too much, especially considering that each one will be only a few pixels in size… Greg Pyros
#37886From: David TaffetMar 19, 1993 12:58 PM
PMJI – This method is one I've considered and points up an obvious place where macros would be heaven sent in 3DS. (As in animating characters [not letters])… {RELEASE 3!!} DT
#37897From: Mar 19, 1993 3:02 PM
Dave: >> This method is one I've considered and points up an obvious place where >> macros would be heaven sent in 3DS. It's called I.P.A.S… <g> Greg Pyros
#38137From: David TaffetMar 22, 1993 12:43 PM
Well, it may be called I.P.A.S. to you, but, as a non-programmer and as one who just went through the motions of bringing 42 letters, one at a time, from so far back that they were invisible to the front of an animation, over the course of 80 frames, I can tell you that macros which allowed pauses for user input would have saved me about 25 or 30 minutes on Saturday. I was doing this in the tracks dialog, too. Course I'm far from expert, yet, but I've worked with computers long enough to recognize when I'm doing something my machine could/should do for me faster. However, my animation is now doing what I wanted, so I can't gripe too awfully much. DT
#38193From: Mar 23, 1993 12:29 AM
DT: I would hardly call IPAS programming fun or user friendly! Especially not after what we went through this weekend! Sounds like what you are looking for is a 'record' function to be able to play back certain steps – similar to Ani Pro. Would be handy! Greg
#38226From: David TaffetMar 23, 1993 10:59 AM
>>what you are looking for is a 'record' function to be able to play back certain steps – similar to Ani Pro. Would be handy!<< ExACTly! (forefinger raised) DT
#37900From: Dirk GastaldoMar 19, 1993 3:04 PM
Thanks, Greg. I thought I might end up having to do the stars as individual objects. I was hoping I wouldn't have to do it, but that's life. I'm hoping to go to the meeting tomorrow. Maybe I'll see you there. Dirk
#37916From: Danny MercurioMar 19, 1993 6:06 PM
Dirk, Why not use the STARS.IXP in video post? Danny…
#37931From: Dirk GastaldoMar 19, 1993 8:42 PM
Danny, I need the "celestial sphere" to follow the movement of the sun (don't ask, it's a long story). STARS.IXP does a great job, but I don't think it will do what I need it to do, i.e., it won't allow me to animate the star field. Dirk
#37922From: ALAN IGLESIASMar 19, 1993 6:22 PM
Hi, Dirk. Great stuff from Greg, etc, but you might try a higher resolution bitmap to keep those stars from blowing out. I think the first thing I would do is crank up the tiling setting in the mapping section. Should increase the number of stars as well as keep them looking more like the points of light effect that you are probably looking for… Worth a try anyway… -Alan
#37932From: Dirk GastaldoMar 19, 1993 8:42 PM
Alan, Thanks for the suggestions. I'll give them a try. Maybe see you tomorrow at the meeting. Dirk
#37737From: Yost GroupMar 18, 1993 9:56 AM
If you're seeing facets, you may have created a faceted rather than a smoothed sphere. The important step, however, is to flip the face normals on the sphere so they're on the inside (Surface/Normals/Object Flip). Another trick is to use a reflection map with clouds instead of a texture map. Reflection maps don't need lights or mapping coordinates, and as you move the camera, they'll stay in place, giving the illusion of distance. If you decide to use a texture map, however, you might try adding self-illumination to the material. – Jack