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Decreasing star size
How do I repeat a gradient color ramp?Is there really a way to make a true toon shader material in Cycles?Is there a way to separate colors from chained mix rgb nodes?Distance from the surface as an input node for use with volumetric materialsProcedural square shape in Cycles (with similar effect to Gaussian blur)Cycles: Apply gradient to light cone setup with spotlight lampColor ramp to bump mapIrregular shapes textureCycles Renderer: ColorRamp ignores previous Set Alpha nodeBrick texture with multiple colors
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:
cycles nodes world
$endgroup$
add a comment |
$begingroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:
cycles nodes world
$endgroup$
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
8 hours ago
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
8 hours ago
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
7 hours ago
add a comment |
$begingroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:
cycles nodes world
$endgroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:
cycles nodes world
cycles nodes world
asked 8 hours ago
OndrejOndrej
1186 bronze badges
1186 bronze badges
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
8 hours ago
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
8 hours ago
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
7 hours ago
add a comment |
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
8 hours ago
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
8 hours ago
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
7 hours ago
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
8 hours ago
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
8 hours ago
2
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
8 hours ago
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
8 hours ago
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
7 hours ago
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
7 hours ago
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.
More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...
...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping, is provided by the random color/factor provided by Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Distance Voronoi textures is the same.
With a lot mapped to black:
With fewer mapped to black:
Which does the job without changing the star size or position.
$endgroup$
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
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active
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votes
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.
More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
add a comment |
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.
More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
add a comment |
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.
More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.
More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
answered 7 hours ago
lemonlemon
18.6k1 gold badge19 silver badges55 bronze badges
18.6k1 gold badge19 silver badges55 bronze badges
add a comment |
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...
...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping, is provided by the random color/factor provided by Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Distance Voronoi textures is the same.
With a lot mapped to black:
With fewer mapped to black:
Which does the job without changing the star size or position.
$endgroup$
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...
...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping, is provided by the random color/factor provided by Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Distance Voronoi textures is the same.
With a lot mapped to black:
With fewer mapped to black:
Which does the job without changing the star size or position.
$endgroup$
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...
...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping, is provided by the random color/factor provided by Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Distance Voronoi textures is the same.
With a lot mapped to black:
With fewer mapped to black:
Which does the job without changing the star size or position.
$endgroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...
...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping, is provided by the random color/factor provided by Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Distance Voronoi textures is the same.
With a lot mapped to black:
With fewer mapped to black:
Which does the job without changing the star size or position.
edited 6 hours ago
answered 6 hours ago
Robin BettsRobin Betts
11.3k1 gold badge12 silver badges40 bronze badges
11.3k1 gold badge12 silver badges40 bronze badges
add a comment |
add a comment |
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$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
8 hours ago
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
8 hours ago
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
7 hours ago