Star textures in celestia.cfg
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ElChristou wrote:BTW, as the coronas are back, IF in the future they stay for old render paths, it would be cool to have several values of height depending on the class...
Yes, I agree, the height should be variable, depending on the temperature (or class ...). Currently, I think it's a bit too high.
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Cham wrote:ElChristou wrote:BTW, as the coronas are back, IF in the future they stay for old render paths, it would be cool to have several values of height depending on the class...
Yes, I agree, the height should be variable, depending on the temperature (or class ...). Currently, I think it's a bit too high.
It's easy to make the corona height lower, but on what basis would you determine corona size for each spectral type? It just seems like it'd be rather arbitrary.
--Chris
chris wrote:It's easy to make the corona height lower, but on what basis would you determine corona size for each spectral type? It just seems like it'd be rather arbitrary.
Right ! I don't have any basis for this feature.
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chris wrote:Cham wrote:ElChristou wrote:BTW, as the coronas are back, IF in the future they stay for old render paths, it would be cool to have several values of height depending on the class...
Yes, I agree, the height should be variable, depending on the temperature (or class ...). Currently, I think it's a bit too high.
It's easy to make the corona height lower, but on what basis would you determine corona size for each spectral type? It just seems like it'd be rather arbitrary...
Arbitrary for arbitrary, don't you think a dwarf should have less corona than a A or B for example? The point is not to do a change just for the fun, the point is to tune the feeling of light emission; perso a thinner corona and less glare around a dwarf could be nice...
(I even wondering if the glare of a dwarf should not be almost invisible (in visible light of course)...)
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Chris, changing the height is trivial (0.05 to 0.1 seems better to me) but is there a way to have the lower part of the corona opaque? (same color as the star itself)
BTW, looking at render.cpp, there is some code concerning a compass!?
As far as I know only the eduTools have dev a compass... Are you implementing one in the official version?
BTW, looking at render.cpp, there is some code concerning a compass!?
As far as I know only the eduTools have dev a compass... Are you implementing one in the official version?
ElChristou wrote:BTW, looking at render.cpp, there is some code concerning a compass!?
As far as I know only the eduTools have dev a compass... Are you implementing one in the official version?
I noticed that "compass" code a long time ago and always wondered about it. What is it ?
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Topic authorchris
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ElChristou wrote:Chris, changing the height is trivial (0.05 to 0.1 seems better to me) but is there a way to have the lower part of the corona opaque? (same color as the star itself)
BTW, looking at render.cpp, there is some code concerning a compass!?
As far as I know only the eduTools have dev a compass... Are you implementing one in the official version?
I'm not going to get involved in tuning the corona effect right now. There's just too much else to get done for 1.5.0 final.
As for the compass, that was an experiment to display direction indicators on the horizon of a planet. It was abandoned a long time ago, so the code should be removed.
--Chris
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danielj wrote:I??m talking about the star textures BEING DISPLAYED.Only in recent cvs Celestia versions(which have to be compiled) this is working.For Celestia 1.5.0 pre4,the stars are still a featurless ball,except the Sun(thanks to rhtovald)
Who talked about 1.5 pre4?? I said a VERY fresh build... let's say... from today for example...
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Chris, I know, you won't touch coronas etc... but just to keep this in mind for later, on the Wikipedia page about Stellar classification (http://en.wikipedia.org/wiki/Stellar_classification) this image seems interesting:
With no textures, a simple blurred stroke (no need of noise) drawn in front of the sphere would give a nice rendering...
With no textures, a simple blurred stroke (no need of noise) drawn in front of the sphere would give a nice rendering...
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danielj wrote:How much time the star textures will be available to the final user?
Either compile a new build, or wait for the next release of 1.5...
If you can't compile the latest build, then just be patient my man.
Won't kill ya.
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chris wrote:Here's a patch file that you can test:
http://www.celestiaproject.net/~claurel/celest ... s/startex/
It includes a modified celestia.cfg file. Note that if you are using a custom celestia.cfg, you need to add new the new StarTextures block from celestia.cfg if you want to avoid getting completely featureless stars:Code: Select all
#------------------------------------------------------------------------
# Default star textures for each spectral type
#
# The default textures may be overridden in individual star definitions.
#------------------------------------------------------------------------
StarTextures
{
# This texture will be used for any spectral type not listed
# in this block.
Default "astar.jpg"
O "bstar.*"
B "bstar.*"
A "astar.*"
F "astar.*"
G "gstar.*"
K "gstar.*"
M "mstar.*"
# carbon stars
C "mstar.*"
R "mstar.*" # former subclass of carbon star
N "mstar.*" # former subclass of carbon star
S "mstar.*" # roughly between M and C
# Wolf-Rayet stars
WC "bstar.*"
WN "bstar.*"
# brown dwarfs
L "browndwarf.*"
T "browndwarf.*"
# stellar remnants
WD "astar.jpg"
NeutronStar "astar.jpg"
}
The latest CVS code also has star coronas re-enabled. A future HDR version of Celestia will make them unnecessary, but for now they are back. I may add some setting to disable them for those (like myself) who prefer to not see them.
--Chris
We have to remember that K spectrum stars are not yellow. They are Orange. Let's put a "Kstar" texture on the K spectrum class. These stars have run out of Hydrogen, and are burning Helium, which gives them their Orange hue.
I like the orange effects done in the 1.5.0pre4 release on the K spectrum class. Very good in that respect!! Keep on going Chris!!
Peace, Larre..