Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / How do you make space?

Author
Message
M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 24th Feb 2004 13:02
I would like to know how to make a space scene, but simply texturing the 3d backdrop looks poor. How do you make a hi-res background and have planets/nebula/etc that stay distant, would it need to be a skysphere type thing? Any suggestions welcome...

Cheers

Currently thinking of a new company name
Sticking to a project idea for once
Philip
22
Years of Service
User Offline
Joined: 15th Jun 2003
Location: United Kingdom
Posted: 24th Feb 2004 14:04
In my project I'm using a giant starsphere with a tileable star texture slapped on it.

I'm a bit baffled by how to add non-repeating good looking nebulas though. So far I'm thinking about slapping them on a billboard which is always placed at a certain position relative to the camera (i.e. Camera Position Z(0) + 1000000).

Philip

What do you mean, bears aren't supposed to wear hats and a tie? P1.3ghz / 384 megs / GeForce MX 5200 128meg / WinXP home
M00NSHiNE
21
Years of Service
User Offline
Joined: 4th Aug 2003
Location: England, UK
Posted: 24th Feb 2004 14:29 Edited at: 24th Feb 2004 14:32
A way of doing nebulas would be to layer a load of plains with cloud style textures over one another. You could place them randomly around a similar point in space so they dont repeat.

[EDIT] You could apply a shift to each one I mean, so that the patterns are spread out and varied. Ghosting them and adding different colours would make them look nice.

Currently thinking of a new company name
Sticking to a project idea for once
zircher
22
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 24th Feb 2004 18:16
If it is a distant nebula, just make it part of the sky sphere. For something closer and more dynamic, try slowly rotating two or three spheres with translucent plasma textures.
--
TAZ

Philip
22
Years of Service
User Offline
Joined: 15th Jun 2003
Location: United Kingdom
Posted: 25th Feb 2004 14:44
I've tried making it part of the sky sphere before. However, I don't want the texture "stretched" over the entire sphere (that looks terrible) and I don't want it tiled either. I haven't worked out anyway to put an image on only part of a skysphere. This is probably ignorance on my part. All suggestions gratefully received.

Philip

What do you mean, bears aren't supposed to wear hats and a tie? P1.3ghz / 384 megs / GeForce MX 5200 128meg / WinXP home
zircher
22
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 25th Feb 2004 18:49 Edited at: 25th Feb 2004 18:57
Well, for my sky spheres, I use an inverted .x model that has its UV data projected as a vertical cylinder. Then, I assign a texture that is twice as wide as it is tall to cut down on distortion. [The most distortion occurs at the poles, but you can mask that by using solid colors.]

A second option would be to use a sphere and divide it up into regions and apply two polar and one or more equatorial textures. The only trick is to make sure the edges blend together. To that end, if you have four equatorial textures you can sample from the four sides of the polar textures to make a smooth transition.
--
TAZ

If you want me to send you some examples of the first method, just drop me a line.

Login to post a reply

Server time is: 2025-06-28 23:03:06
Your offset time is: 2025-06-28 23:03:06