#spiral nebula?
9 messages in this thread
Hi,
I need some advice or suggestions in general.
I have to do a logo animation where the letters come out of a "nebula" (the
Andromeda) and a starfield background. The nebula doesn't have to look real,
but cool 🙂 Actally it should just be a spiral nebula. Since I'm not a space
fan I haven't read the messages about these kind of effects too close (shame
on me! <g>). I once found a small tutorial from Steve where he used a fog
object added ghost and a bump texture that makes the density irregular.
And of course the spiral should be animated.
Last but not least it should use as little render time as possible because I
have to render at a very high resolution (2k).
any ideas are appreciated!
-David
PS: yes, I used confetty on a large (semi-)sphere for the starfield 🙂
David,
Ummmm…what does a spiral nebula look like? <g>
If it's something that looks similar to a whirlingpool as seen from above, you
can try placing the nebula.itx on a disk with several circle-sections to it,
tack it to this default shape, then rotate the inner circles progressibely to
"twist" the shape of the nebula.itx pattern. To animate this just animate the
nebula.itx axis that is perpendicular to the surface of the disk.
You can also use a tube for this to give it depth. Of course, this is all
useless if thats not what a "spiral" nebula looks like! 🙂
-GreG
Hi Greg, thanks for the help. I'll try it.
-David
>> you can try placing the nebula.itx on a disk with several circle-sections
to it, tack it to this default shape, then rotate the inner circles
progressibely to "twist" the shape of the nebula.itx pattern. <<
You can us bones to simplify this too.
-Sam J. Bowling
>> You can us bones to simplify this too.
Umm, yes you can Sam. Thanks for showing me up. <g> Just goes to show you
that you can do it a number of ways….just too many darn options to keep track
of! 🙂
-GreG
>>> You can us bones to simplify this too.
Umm, yes you can Sam. Thanks for showing me up. <g> <<
I just figured it would be easier to get a smooth twisting than by hand.
Really I'm not trying to show you up. Really!<g>
-Sam J. Bowling
David,
I haven't looked at an astronomy book in a few years, but I seem to remember
that a spiral's arm system does not wind up because of gravity waves. I
believe that in the accepted theory, a system of gravity waves, like the spokes
of a wagon wheel, travels at a speed different than that of the arms
themselves. As a gravity wave catches up with a given arm (if that's what it
does), it perturbs the motion of successive stars along the arm, converting
each star's spiral trajectory (to an approximation) into a merely
circumferential one. In this way the galaxy's spiral shape is preserved
through continuing revolutions.
I would try something like the following. Make some arms with sort of airfoil
cross sections, curved but irregular along their length. Punch a lot of little
holes of just the right size <G> through the master shape. Copy the shape and
scale it up slightly. Slip the smaller inside the larger. Copy the composite
several times and arrange the arms in a spiral. The outer layer of each arm is
a fog object, fog length pretty large, to let the inner show through. The
inner layer of each arm is black.
The inner arm gets a crumpled texture with the following exaggerated values.
Noise 1M & Noise 2M : 15.0
Noise 2V & Noise 2V : 5.0
Bump adjust : 10.0
Bump colors : 255 all
Dispersion : 0.4
Note the low dispersion. But I tried it on a default sphere and it looks cool.
( I don't think the opacity of the main object would be noticeable against your
star field.)
This makes it look like stars. But here is the main idea. Crumpled.itx is
_not_ tacked. Instead it is allowed to slide around. As the 'stars' slide
into the holes in the arm objects, they blink out. Others blink on somewhere
else, giving the impression of scintillation.
After all, a revolution of a spiral galaxy takes hundreds of millions of
years to happen, and in that amount of time the ultra-blues, and even some
super M's, would be popping like fireflies.
regards,
GB
Hi Gary,
thanks for the detailed help. I will have to try a lot the next days. 🙂
-David
…later
just tried it, WOW this works better than I expected! It looks great, exactly
what I wanted. thanks again! The only problem is that it takes very long to
render, which means I'm in trouble because of the final render time.
David,
>> this works<<
You mean it really worked? I'll have to try it sometime.
>> it takes very long to render, which means I'm in trouble because of the
final render time.<<
Sorry. I was even thinking of some kind of DEFLTR deal originally, but
discarded it because I thought it would make for 'astronomical' rendering
times. <G>
regards,
GB