Recent posts
#1
Last post by raymoh - Today at 11:43:15 AM
It may well be that almost every star has one or more planets. NASA reports 5765 confirmed exoplanets as of March this year, along with a myriad of unconfirmed ones.
As an amateur astronomer, of course, I read information about newly discovered planets or theoretical papers. I try to imagine what it looks like there. That's how many of my pictures are created. Sometimes the picture is there first, and I'm looking for a planet to match it. In doing so, I try to stick to scientific knowledge and the laws of nature. In this respect, my representations of planets are imaginary, but they are not "science fiction" worlds where everything impossible is possible...
#2
Last post by Stormlord - Today at 11:00:55 AM
Indeed, there are so many planets in the universe!
Meanwhile, scientists say, that the number of planets in the universe is equal to the number of stars!
Unbelievable!
Also... with the James Web Telescope they discovered recently that the number of stars which can be seen is 10 times highter than the number of stars we already noticed!
This is due to the fact, that many stars are not so bright as the most common ones.
Also unbelievable!
STORMLORD
#4
Last post by Dune - Today at 02:15:14 AM
Very nice. You must have quite a library of exoplanets already.
#5
Last post by AlianaAR - October 05, 2024, 11:58:52 PM
Anyone know of any for download? I'm willing to buy. Links? Needs to hold up at all altitudes.
#6
Last post by raymoh - October 05, 2024, 12:21:13 PM
A hypothetical view of the surface of HD 219134 c, the second planet of the HD 219134 system. The system probably has 7 planets, all uninhabitable. The star HD 219134 itself is a sun-like main sequence star at a distance of 21 light years, somewhat smaller, fainter and lower in mass than the sun.
HD 219134 c is a rocky super-Earth with more than 4 times the mass and 1.5 times the diameter of the Earth. Its gravity is twice that of the Earth and its surface temperature is over 500° C. It is so hot that there are puddles of molten metals with a low melting point, such as lead, etc. HD 219134 c revolves very close to its sun, so it has a locked rotation: One side always has day, the other always night.
If the planet has an atmosphere, it probably consists of various volcanic gases under tremendous pressure, more a very stormy dense gas envelope than a layered atmosphere.
It is probably a huge, second Venus, only even more inhospitable. However, it is probably much brighter than on Venus. Due to its proximity, HD 219134 c receives 50-60 times more light and energy from its parent star than the Earth receives from the sun.
#7
Last post by Dune - October 05, 2024, 02:18:28 AM
Good. Yes, just attach the fractal warp of the default terrain PF to the input of the simple shape and disable/delete the simple shape. You can control the roughness of the landforms by changing the color roughness of the terrain PF, and the amount of ocean by lowering the color offset. Further control in the two color adjust shaders.
#8
Last post by AlianaAR - October 04, 2024, 09:26:30 PM
I have figured it out!
I used Heightfields with the default fractal terrain. Instead of displacing the default terrain I used that displacement map as a Heightfield. This allows separate control over my continent/island fractal terrain from the global default. It holds up at any altitude.
Now that I have my oceans and land figured out, onto global clouds!
#9
Last post by AlianaAR - October 04, 2024, 02:37:18 PM
Quote from: Dune on October 04, 2024, 10:09:43 AMHere's another setup. Displacement by color can be controlled by the smooth step, either a constant color/scalar or a PF, where color gives the max displacement, flattening near top. You can also play with the color offset in the preceding PF, less white=less peaks. I used a simple shape for the landform, but that can be replaced by an image map.
The second surface shader offset displaces the whole seafloor down, the displacement tab up again from the PF. If you raise that above the downward offset, islands will appear. You can see where it's just below sea level, foam appears (from the displ to scalar line).
Interesting rig for me to study. I don't pretend to understand it but where would I plug in my land shape map? That has to come from an image obviously.
#10
Last post by Dune - October 04, 2024, 10:09:43 AM
Here's another setup. Displacement by color can be controlled by the smooth step, either a constant color/scalar or a PF, where color gives the max displacement, flattening near top. You can also play with the color offset in the preceding PF, less white=less peaks. I used a simple shape for the landform, but that can be replaced by an image map.
The second surface shader offset displaces the whole seafloor down, the displacement tab up again from the PF. If you raise that above the downward offset, islands will appear. You can see where it's just below sea level, foam appears (from the displ to scalar line).