| Creating astronomy visualizations often involves all sorts of fun tricks. I work in a planetarium as a 3D animator and each day has interesting unique challenges. Indeed we have to remain mindful of not pushing Maya too hard when it comes to series of scale. We use fluids as a way to create 3D nebulae that can be flown through.
https://thefulldomeblog.com/2013/08/20/the-nebula-challenge/ Or if you constrain the fluid into a sphere, then you have a dynamic volumetric sun.
https://thefulldomeblog.com/2013/07/30/customizing-a-close-u... When needing to fly through a star field, relying on particle sprites is an easy way to quickly render thousands of stars.
https://thefulldomeblog.com/2013/07/03/creating-a-star-field... Background stars are achieved by point-constraining a poly sphere to the camera. Having a poly sphere allows for easy manipulation to create realistic diurnal motion.
https://thefulldomeblog.com/2013/11/13/background-stars-v2/ Flying through a galaxy field can be achieved with loads of galaxy images mapped to poly planes. For galaxies that are seen edge on, we sometimes add more detail by emitting fluid from the image colors.
https://thefulldomeblog.com/2013/07/16/flying-through-a-gala... Simulating the bands of Jupiter is tricky but I've done some experiments with 2D fluids.
https://thefulldomeblog.com/2014/01/30/jupiter-bands-simulat... And of course since the visuals are rendered for a planetarium dome, we gotta render using a fisheye camera. These days all render engines support fisheye, but 10 years ago it was a different story.
https://thefulldomeblog.com/2019/09/07/exploring-render-engi...
https://thefulldomeblog.com/2013/06/28/fisheye-lens-shader-o...
https://thefulldomeblog.com/2013/07/23/stitching-hemicube-re... |
[0]: http://spaceengine.org/