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PostPosted: Wed, 26-09-07, 20:15 GMT 
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Cham,

I find something interesting about Earth's subsurface:

http://developer.download.nvidia.com/bo ... 3_ch38.pdf

from the book GPU gems 3:
http://developer.nvidia.com/object/gpu-gems-3.html


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PostPosted: Wed, 26-09-07, 23:02 GMT 
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Unfortunately the article has almost nothing to do with say, writing shaders for the earth's subsurface (which might be relevant to the topic at hand).
Rather, it's more of an example of how to use their CUDA to do perform another difficult supercomputing task. Offtopic, but cool anyway.


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PostPosted: Sat, 29-09-07, 3:55 GMT 
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Here is were I am at with the convection cell animation using the old standard non-embedded graphics with the standard transparent models.

Image

Red Dwarf

I am still using the same texture, although adjusted allot more than before. But it still looks very cool and I have a few other ideas this can be applied to as well.

Don. Edwards


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PostPosted: Sat, 29-09-07, 11:24 GMT 
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Don, your video make me think in something too fluid, too "water", not enough "magma"... now perhaps it's due to the video quality and/or the speed of the layers... :?

Also, what your vid point out are the dark spots... I suppose they are on the first texture? Arn't they too washed out by the 6 layers?


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PostPosted: Sat, 29-09-07, 22:10 GMT 
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The spots come from the main Star texture from inside Celestia. If you look at Runar's video post you will see that he to has has the spots in his animation. Its just that in his its at the very top and it has an effect that makes it look like they are floating on water! Have a real good look at his video again especially the MOV version. Also stars aren't supposed to look like magma, they are supposed to look like plasma.

Some of the main differences between his and mine are the fact that his convection cells are much smaller than mine are. Also my texture, as much as I have tried still has a very strong sharpness in the convection cell boundaries. I am still working on it and I'm going to go and make a whole new textures, or borrow one that was promised to me and try it. As was said earlier in the thread the key is to get the transparency, contrast, and sharpness is all key. Once you get them balanced things work quiet well.

Don. Edwards


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PostPosted: Sat, 29-09-07, 22:41 GMT 
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You are right, magma is not the right term, but I put it between "" because I wanted to illustrate the idea of something not as fluid as water...


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PostPosted: Fri, 21-12-07, 1:04 GMT 
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Does someone have a downloadable working version of one of these I could look at so I don't have to recreate it. I understand the premise, but bear in mind, I'd rather cut corners :wink:

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 Post subject:
PostPosted: Fri, 21-12-07, 10:18 GMT 
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buggs_moran wrote:
Does someone have a downloadable working version of one of these I could look at so I don't have to recreate it. I understand the premise, but bear in mind, I'd rather cut corners :wink:


You should ask Cham before his take off...


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