Nebula. Volumetrics. Stars. Wispy.

Here’s an initial hi-rez test of a nebula i’m working on. Full image size is 2048x1536, so yeah it’s big. And this is just a ‘test’ image to see how certain details are working out, and if/how noise settles down. (needs more noise correction)

I really wanna get nebulae down. I’m HOPING I can somehow ‘break in to’ astronomical illustrations for magazines, or even sci-fi book covers, , , etc …

I’ve previously tried using point-clouds as the volumetric density input; but that results in spheres of volume around each point. Perhaps workable using post methods, but not ideal.
This image I sculpted a sphere into a somewhat nebular shape, and used the volume of THAT as the volume’s ‘shell’. Plus a couple of 3D procedural textures (actually the same texture scaled differently) to ‘break up’ and further structure the gas clouds.

Clearly I’m getting some undesired results in certain areas. Some parts are just WAAAYY too hard-edged, and I don’t know how to soften the volume there. Also, there is still too much noise in the thinnest bits, and I don’t know which setting will help that the most with the lowest render-overhead. Light shadow samples? Volumetric resolution? Step size? Threshold? … I’m thinking upping the light shadow samples from 6 to 8 or 10 will help, but not sure.
Full rez image was about 3.5 hrs render time. I know it will go up from here.

I still want to add in more stars. Currently this scene is lit by one point light inside the sculpted cavity. A star-cloud would of course have more. But they will ALL be much dimmer. The current, primary, star is a strength 3 point light.
However, the current ‘star’ is inside a cavity in the nebula object. Many of the others will be outside the nebula itself, and thus will need to be visible as points of light, yet still illuminate the mesh.
The only light I know of that can do both is the spotlight, and that increases render times DRASTICALLY!!! I’m wondering if maybe I can use small spheres as mesh-emitter lights? then I could give them proper flare/etc in post, and hopefully they’s still illuminate the nebula without too much render overhead.
Of course, I haven’t yet tested mesh-lights with volumetrics. I have NO IDEA if it works, or how long it takes. OR the light quality.
Do I have any other options for adding VISIBLE stars that cause flares but also illuminate the mesh?

Also, I need to add in dark dust clouds. Dark bits stretching through this volume.
Also, I see I need to add in another cloud texture (or something) to make it all look less ‘smooth’.
Also, I’m not sure about the colors right now. I’m basing the colors off of both visual and filtered image ideas (NASA, APOD, ESA, etc …) … Thus blue is reflection nebula – light reflected off the dust cloud from any stars. All other colors are light generated by the atoms of the cloud itself by excitation from the radiation from any stars. Red would be hydrogen alpha (HA) emissions. I also need to add in green – singly ionized oxygen (OII), which is a visible wavelength (unlike the red HA emission, except under the darkest skies and the clearest views). Also in many space photos is an orange color representing doubly ionized sulfer, I think, (SIII). PLUS the dark clouds I mentioned previously.
I think I just need to duplicate the object, and give that dup a volume material for the HA and SIII bits, and change my current Blue-Red scheme to Blue-Green to account for the OII emissions.
And of course add more stars.
And a 3rd volume OR particle system for the dark bits of molecular dust.

I can put up a .blend, but I’m not sure where. I’m a little sketchy on FileFront, only one I know for files as such … Any other ideas where I can post my .blend? thx

Full rez image. Unfortunately, I don’t know how to ‘inline’ thumbnail images on this forum ::
http://img853.imageshack.us/img853/772/nebulasculpthirez01.png
does this work? http://img3.imageshack.us/img3/4373/nebulasculpthirezsmall0.png


not certain about nebulas but there is a script for galaxies
have you seen it it might be abhle to do nebula also may be!

you do this in cycle or blender internal ?

happy 2.6

You can get decent nebulas using point density textures. Here’s one i’m working on:


can you uplopad small sample file and explain how it is done!

thanks
happy 2.6

Yes, please do. The effect looks very cool!

I’ll gladly upload the file, but I’m not sure where. If no one has a better alternative, I guess I’ll have to go with FileFront. -bleh- :wink:
@swirlypillow - VERY nice! How did you get the point cloud textured like that? How dense is your pointcloud? I generated my pointcloud attempts in 2.49b using a script called Nebula Generator. Then I had those points generate low-velocity particles, and used that as the pointcloud density input. Mine clearly looked like 'point’s of haze. I can post a test image to show. Perhaps I’ll give pointclouds another go. Denser cloud, and perhaps throw in a couple fractal procedurals to break up the form? Perhaps the pointcloud can be used to color the volume too?

Time for more experimenting!! :smiley: Perhaps have anuther look thru the manual too, may have been updated …

OK, after a little googling and article reading, I decided to go with FileDen. :slight_smile:
Here’s my current .blend :: http://www.fileden.com/files/2011/12/21/3241664//Volume Sculpt.blend
Hope that works for ya, let me know!!
I do have a a text file in there with notes on what’s going on.

OH! and I use Blender Internal. While Cycles now does indeed work on my machine, it is SSSLLLOOOOOWWWWW!

I think I’ve looked at the galaxy script, but it’s not quite what I need for nebulas. Definitely great for galaxies tho!

Well, here’s a test image using my pointcloud/particle approach. The plane is there to see shadows from the volume.
Also, here’s the .blend for that one :: http://www.fileden.com/files/2011/12/21/3241664//2.6 nebulae.blend
http://img829.imageshack.us/img829/1483/pointcloudnebula.png

to reduce size of file you could have reduce the particules count down to 0 !

how long does it takes to rendr this seems to be very long ?

volume and particules seems to be very slow to render!

there might another way using particules that would be faster
just add one or a few objects as a group then make a particules systems
may be using halos!

shotld be possible

Oh. Sorry 'bout that file size. I’ll do that next time, and include a note in the file as to what to set it to. :wink:
That render (the point density one) took maybe 10 minutes to render at that rez, no AA.
I’ve never gotten results I liked with halos. I’ve tried and tried.

Experimentation continues!!! :smiley:

… it occurs to me just now that perhaps this thread REALLY belongs over in the Blender Tests forum, as I have no specific “final image” in mind just yet …

keep it here it is less coufusing

but could also have been in wip !

happy christmass

I have found a quite informative series of tutorials between CGTut and BlenderDiplom regarding volumes, point clouds, and smoke. I see I need to be using WAAYYY more particles for one thing, and probably some vector blur in post.

happy solstice and merry christmas to ye as well :smiley:

Thanks for the thread link :slight_smile:
The turbulence option, eh? I’ll have to play with that more.
If you were willing I’d like to see a sample of your nebula :smiley:

@artao - well, i’m actually working on a couple of clouds for a gas giant planet at the moment, but the method i’m using is exactly the same as the method i used for the nebula - metaballs > mesh > bound box > particles > point density textures. when i’ve finished up the cloud i’m working on i’ll post a couple of screens and a .blend.

Cool. I’d really like to see your volume material settings, they look great!
I’ll post a result of yesterdays experimentation, with which I am NOT happy. Took 3.5 hrs to render. (not bad, I was expecting way longer … i left it to render when i went to bed … woke up to see ‘bleh’)
I have yet to try the metaballs method, tho I’ve thought about it. Even having the particle system generate metaballs, and use the resulting mesh as the volume bounds. … … after watching some smoke sim tuts yesterday, I’ve got a few ideas to try that route too, using collision objects to ‘sculpt’ the smoke more, get better shape control.
I also tried vector blurring a particle system render in comp, but that didn’t appear to do anything. The vector info SHOULD come from the particle’s movement, no? (I’ve never really used vector blur before)
SOOO many methods, SUCH a slow computer!!! <heh>

Well, here’s the 3.5 hr render, done with point-cloud particle system. Not too happy with it at all. (BTW - what does 'retrieve remote file and reference locally do? I don’t wanna waste space on this site … )
http://img825.imageshack.us/img825/3765/pointcloudnebula03.png

here’s a long cloud for a gas giant planet i’m working on. pretty much the same setup as the nebula i posted above. the only difference is i didn’t use the compositor and i lit this with a sun lamp instead of point lamps. here’s a .blend:

http://www.pasteall.org/blend/10467


how long to render this one !

can you show pic

happy 2.6

have you done this tut here

http://www.blendercycles.com/tutorials/stars-space/

there is one step i don’t understand where you need to scale the flares on the sun
of you know how let me know !

happy 2.6