Flare opacity.

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Hungry4info
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Joined: 11.09.2005
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Location: Indiana, United States

Flare opacity.

Post #1by Hungry4info » 14.11.2006, 23:42

Hey, has anybody tried putting two stars in the exact same location and looked at it in Celestia? The flare gets more opaque, and the star appears brighter. With some flare textures, this looks exceptionally nice. I was wondering if it would be possible to double the opacity of the flare textures in Celestia, so where you don't have to make multiple stars in the same location.

...or maybe: Have the flare opacity proportional to the star's absolute magnitude. Deneb would have the illusion of being exceedingly "bright", and Proxima wouldn't be so bright. I think it makes Celestia more realistic.

One thing I've done that looks cool: Have 3 stars in the same location. Each one is a couple magnitudes in brightness dimmer than the next. For the second two, give them a nonexistant mesh.

"Photon Generator"
{
RA 9.81
Dec 81.352
Distance 23.35
SpectralType "K1.0V"
AppMag 8.44
}

" "
{
Mesh "none.*"
RA 9.81
Dec 81.352
Distance 23.35
SpectralType "K1.0V"
AppMag 6.44
}

" "
{
Mesh "none.*"
RA 9.81
Dec 81.352
Distance 23.35
SpectralType "K1.0V"
AppMag 4.44
}

If you want, try that in Celestia and check it out. Of course there's a problem of clicking near the visible star, but selecting the stars with no name. Maybe that can be changable in 1.5.0, perhaps as a command line "NoSelect True" or something.

Well, hopefully this will inspire some stellar-art. I love Celestia, and I want it to be as realistic and as beautiful as possible, and I think this helps to achieve that purpose.

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