Star sphere
This object exist of 231800 polygons and 206600 points
The stars have individual sizes to have variations in star sizes.
It is scaled to a radius of 400 meters.
Warning This is not modeled after the real sky. So you will not find the big dipper Warning
To use use it, Import it as obj.
In Reality texture editor go to the tab Modifiers.
Click on the checkbox Light emission and give the Light emission texture a light gray color (R240, G240, B240).
Scale the stars just out of your scene, so there are no stars in front of objects but behind the objects.
This can be used for night scenes or space scenes.
Download here!
http://www.realitypluginart.com/Download/Stars.zip
In Luxrender you can use Glare to get some lens effects.
Glare
Amount: 0.005
Threshold: 0.095
Blades: 3
Radius: 0.005
Happy rendering.
Ps.
This is public domain, use it as you see fit.
Star sphere
- Marcel2586
- Posts: 438
- Joined: Sat Mar 05, 2016 7:42 am
Star sphere
Last edited by Marcel2586 on Sat Jul 23, 2016 11:29 am, edited 4 times in total.
this would be funny if it weren't happening to me 

- Marcel2586
- Posts: 438
- Joined: Sat Mar 05, 2016 7:42 am
Re: Star sphere
Thank you mister Ciccone. And no problem at all, love to see other people use it with there own creations.
But i have a question, to get different light intensity with the stars, could a band texture type help in the emitter?
Or do you have another trick in your sleeve.
But i have a question, to get different light intensity with the stars, could a band texture type help in the emitter?
Or do you have another trick in your sleeve.
Last edited by Marcel2586 on Sun Jul 10, 2016 10:34 am, edited 1 time in total.
this would be funny if it weren't happening to me 

- Kimberly58
- Posts: 206
- Joined: Sun Apr 27, 2014 12:52 am
Re: Star sphere
Thank you so much, Marcel! I an anxious to this out!!
- Marcel2586
- Posts: 438
- Joined: Sat Mar 05, 2016 7:42 am
Re: Star sphere
Marcel2586 wrote:This object exist of 231800 polygons and 206600 points
The stars have individual sizes to have variations in star sizes.
It is scaled to a radius of 400 meters.
Thanks, Marcel.
As usual really interesting stuff!
But it seems to be a lot of geometry and light sources and I'm wondering if an IBL would not be a better choice for implementation of a star sky? Not sure how to go about that, but maybe Lee has some ideas.
/Sigstan
Re: Star sphere
I will have a look into creating a Star Field IBL, you can always use a meshlight with a longer snoot to simulate moon light with it.
Regards
Lee
Regards
Lee
Windows 10 x64, Daz Studio 4.9 x64, Poser Pro 11 & whatever the current version of Reality is 

- Marcel2586
- Posts: 438
- Joined: Sat Mar 05, 2016 7:42 am
Re: Star sphere
That sounds great Fuzzy.
And thanks Sigstan, it really renders fast, the evening scene was rendered in 10 minutes without acceleration.
I used a sunlight and turned the sun and sky to about 0.005
And thanks Sigstan, it really renders fast, the evening scene was rendered in 10 minutes without acceleration.
I used a sunlight and turned the sun and sky to about 0.005
this would be funny if it weren't happening to me 

Re: Star sphere
Marcel2586 wrote:That sounds great Fuzzy.
And thanks Sigstan, it really renders fast, the evening scene was rendered in 10 minutes without acceleration.
I used a sunlight and turned the sun and sky to about 0.005
That is indeed faster than I would have thought. Possibly much of the geometry is being ignored by Luxrender being outside of the camera view and not having any side effects like reflections.
In general it is best to achieve effects with a minimum of geometry. In that respect IBL makes good sense for a starfield, because IBL is "lighting" and performance impact would be minimal. Using IBL would however prevent sun/sky from being used, so main lighting would have to be mesh lights or similar.
For the moon and planets I think geometry is better, since it provides a level of detail and realism that would be hard to achieve using textures.
/Sigstan
Re: Star sphere
sigstan wrote:Marcel2586 wrote:That sounds great Fuzzy.
And thanks Sigstan, it really renders fast, the evening scene was rendered in 10 minutes without acceleration.
I used a sunlight and turned the sun and sky to about 0.005
That is indeed faster than I would have thought. Possibly much of the geometry is being ignored by Luxrender being outside of the camera view and not having any side effects like reflections.
In general it is best to achieve effects with a minimum of geometry. In that respect IBL makes good sense for a starfield, because IBL is "lighting" and performance impact would be minimal. Using IBL would however prevent sun/sky from being used, so main lighting would have to be mesh lights or similar.
For the moon and planets I think geometry is better, since it provides a level of detail and realism that would be hard to achieve using textures at least when the moon/planet is close to the camera. At a great distance it would probably matter less.
/Sigstan
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