#Help with stars
5 messages in this thread
I could use some advice on creating a starfield for use in animations.
I am a registered, licensed user of 3DS R3 and AAPro.
My problem is in creating a "universe" of background stars for use in 3D
animations. I have successfully created a GIF starfield in 640×480 using AAPro
and have built a 2-sided material that has self illuminating effects. It
actually looks quite good when mapped to and viewed from the *outside* of an
object.
For example, I want to create some verbage flying through space with a rotating
earth. I started out with applying the star.gif to my backround, but as you
can guess, the background stayed stationary and didn't look very realistic. My
thought was to create a large sphere and map the two-sided material to it, then
make it large enough to encompass all of the action in the keyframer, aka a
universe around the main action.
As I mentioned before, it looks good when rendered from the outside, but looks
fuzzy and out of focus on the inside. I am at a loss to explain this.
Am I going about this all wrong? I'd appreciate some advice from you seasoned
experts. . .Thanks!
Although I'm certainly no starfield expert, Darrin, I could give you a little
food for thought, at least. I believe someone here recently mentioned that one
of the major considerations for big, deep starfields is multiple layers. You
could try a backround object with LOTS small of stars mapped to it for the
farther layer, and perhaps a couple of layers of the Stars.IXP for the closer
ones.
I haven't tried this myself yet, but after watching quite a few space scenes
quite closely, I feel this is something to consider. Maybe someone else here
can give some good advice…
Good luck!
-Alan
First, instead of using a 2-sided material, which will increase your render
time, use Surface/Normals/Object Flip to make the INside of the sphere opaque
and the outside transparent. Then, you might try using the summed-area filter
method instead of the default pyramidal (set this by clicking on the "S" setup
button next to the texturemap name in the mat-ed). Note that using summed-area
takes a LOT more memory. You could also try decreasing texture blur. Double
check to make sure your spherical mapping icon is CENTERED on the sphere,
otherwise you'll get distortion, and, if your starfield is random (as opposed
to showing real constellations, etc), you might find that by scaling it down
(with the U/V scale factors in the texturemap setup dialog) you can increase
the sharpness/decrease the size of the individual dots.
Also, don't forget to use Modify/Object/Attributes to turn OFF the "Casts
Shadows" item as well as the "Receives Shadows" item in the sphere's dialog.
Dave
Hi Darrin,
I just finished an animation of the near planets, Saturn, Jupiter, Mars, and
Earth. Here's what I worked out that was fairly quick and effective:
For the "Flying into Space" effect with stars moving towards and past the
camera, I created a starfield 240 frames long with a star count of ~2000 – 5000
with Animator Pro. I changed the color palette to a white to black gradient for
all frames. This yields a 240 frame animation with stars of varying brightness
flying towards the viewer. You need to vary the length of the flick to vary the
apparent "speed" at which you fly.
I then go to VPost and used starfield to generate a static starfield
background. the next layer is the starfield animation with psudo alpha to
reveal the static star background. Play with the various variables to get the
correct density of stars.
I then grabbed some of the galaxy pictures from the Astro' forum, idi a simple
animation to scale the galaxy from the center of the screen, rendered them with
alpha and comp'ed them with the stars.
The look I was after resembled the opening to the Carl Sagan PBS show "Cosmos"
and I came pretty close to that kind of effect. The planets were more
difficult, but you souded like all you wanted was stars. Now if the camera
pans, the stars in the background pan while the moving stars continue to fly
by.
Hope this helps,
Tom
>>Am I going about this all wrong?
>>I'd appreciate some advice from
>>you seasoned experts. . .Thanks!
In my opinion, yes. If you had to do a sky-background, the inverted-huge-sphere
techniques is currently the way to go. But for starfields, nothing beats
rendering out of video-post using stars.ixp. You can put down multiple layers
of different sized stars by putting down multiple entries of stars with
different settings. And you can set star density with the starmake.exe program.
Jim