Not like it’s necessary, but after seeing bunch of “correct colored” black hole renderings i tried to do a red shifted version. Just playing. Feel free to write any ideas, feedback/critique is more than welcome!
I mean, I agree, it makes sense for there to be red-shift there.
Though I’d rather have created a mask to shift hue and saturation of appropriate pixels towards red in post.
It does make sense. Though i still think it would not be too monotone. I hope so. We’ll see when event horizon telescope will release it first picture. That’s when things will get really interesting. By the way, i did color correct it to red in post.
At mean time here is a try with another angle.
Yeah, I don’t expect the result to be monotone. Rather I expect the gravitational lensing to result in a gradient of increasing red shift.
I featured you on BlenderNation, enjoy
Great work man! Put as a wallpaper here and looks beautiful!
I wonder if it would be possible to expand cycles with new physically accurate equations. Such as gravitational waves or doppler effects. It might open the doors for new possibilities and experimentation.
Reminds me of an ocean, the lighting and design is very well mixed and stable.
As cycles is based on RGB rather than frequencies this might become a hard issue, at least a lot of faking is necessary. Once you start faking you could also do it in post pro much quicker
I’d rather go for luxcore in that case, which has the better preconditions for this very niche type of problem. It is open source as well
Oh, I see. It might worth a shot to combine the best of both worlds and with a bit of compositing magic get even more accurate results.
It would indeed be great to have these kind of features in cycles or in other pathtracer. I’m particularly thinking about lensing, gave a lot of thought to doing it in cycles, other effects could be at least partually accomplished with shaders. But lensing requires new way of tracing rays, or in this case, curves. I doubt it’s anywhere near possible in either cycles or lux. But i may be wrong. Would be happy if proved wrong.
Hey, got any tips on working with volumes? I’m trying to reproduce your work and while I perfected the lensing effect, my accretion disk always ends up looking blurry and meh.
Hi. One tip i can give is to use simulation alond with noises to add details to volume. Pure sim or procedural never look good in my tests. If your disk looks blurry, it may be because of lack of detail in simulation, or otherwise, you may need to sharpen the density input in your volume shader. You tipicaly can do it with Brightness/Contrast node or with RGB Curves node.
And use higher volume steps for render tests, like 1 or 0.5 in render settings. Default 0.1 is very slow in this case.
Feel free to post here your tests, i’ll help with everything i can
Here’s my latest attempt. I didn’t use any simulations, just a bunch of noise/musgrave textures. Any suggestions? I used a low sample count due to hardware limitations.
I also have two other attempts on my artstation
This already looks promising, i’d add some blue hues with volume scatter color shift (or anisotropy). and so far it seems it’s a single layer of a disk. try adding few other layer on different height from the disk, more thinner disks, just to add details. Also i would add another layer of disk, more atmospheric looking just to fill the blacks a bit. it should look more like gradient, but volume scatter with absorption on it should give interesting results. And don’t underestimate proper post processing. Look at the Interstellar behind the scenes. Their disk without postprocessing and glows already looks close to yours now. So i would definitely played with postprocessing bit more.