Star textures in celestia.cfg

Discussion forum for Celestia developers; topics may only be started by members of the developers group, but anyone can post replies.
Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 10 months
Location: Montreal

Post #41by Cham » 11.12.2007, 00:08

I agree with ElChristou. This naming scheme is much clearer, especially to the novices.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #42by ElChristou » 11.12.2007, 13:34

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...
Image

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 10 months
Location: Montreal

Post #43by Cham » 11.12.2007, 17:36

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.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

Topic author
chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #44by chris » 11.12.2007, 18:08

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

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 10 months
Location: Montreal

Post #45by Cham » 11.12.2007, 18:12

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. :oops:
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #46by ElChristou » 11.12.2007, 18:39

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)...)
Image

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #47by ElChristou » 12.12.2007, 15:10

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?
Image

Avatar
Cham M
Posts: 4324
Joined: 14.01.2004
Age: 60
With us: 20 years 10 months
Location: Montreal

Post #48by Cham » 12.12.2007, 16:52

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 ?
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #49by ElChristou » 13.12.2007, 11:55

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)...


bump
Image

Topic author
chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 22 years 9 months
Location: Seattle, Washington, USA

Post #50by chris » 13.12.2007, 12:35

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

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #51by ElChristou » 13.12.2007, 13:51

chris wrote: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.


Tx, so it's not just a bit to change... (I asked in case of...)
Image

danielj
Posts: 1477
Joined: 15.08.2003
With us: 21 years 3 months

Post #52by danielj » 13.12.2007, 14:28

How much time the star textures will be available to the final user?

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #53by ElChristou » 13.12.2007, 15:00

danielj wrote:How much time the star textures will be available to the final user?


The star texture ARE in your texture folder... Now you need to use 1.4 or a very fresh build...
Image

danielj
Posts: 1477
Joined: 15.08.2003
With us: 21 years 3 months

Post #54by danielj » 13.12.2007, 19:21

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)

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #55by ElChristou » 13.12.2007, 20:53

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...
Image

ElChristou
Developer
Posts: 3776
Joined: 04.02.2005
With us: 19 years 9 months

Post #56by ElChristou » 13.12.2007, 21:05

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:

Image

With no textures, a simple blurred stroke (no need of noise) drawn in front of the sphere would give a nice rendering...
Image

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Post #57by BobHegwood » 13.12.2007, 21:07

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. :lol:
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

Larre
Posts: 17
Joined: 08.11.2007
With us: 17 years
Location: Jackson, Wyoming

Post #58by Larre » 06.01.2008, 20:40

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..

:wink:

Larre
Posts: 17
Joined: 08.11.2007
With us: 17 years
Location: Jackson, Wyoming

Post #59by Larre » 06.01.2008, 21:41

Here is a kstar pic that I've edited using GIMP.

(Sorry if I am posting to myself. Sometimes it just happens that way..)

Image

Peace, Larre :wink:

Larre
Posts: 17
Joined: 08.11.2007
With us: 17 years
Location: Jackson, Wyoming

Post #60by Larre » 06.01.2008, 22:26

Sorry for all the posts. I just really love this texture!!

Here is a pic of my kstar texture in action. I decided to use Aldebaran (Alpha Tauri) as an example of this texture. Feast your eyes on this!!

Image

Peace, Larre.. :wink:


Return to “Ideas & News”