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Image Dump
JackDoleDate: Monday, 02.11.2015, 08:02 | Message # 4456
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Quote IanTheGuy ()
Erm isn't that too much jetstream

If you mean, too many images about jet streams; well, maybe. biggrin

If you think the Jet in the last pictures is too large, no.

Jetstream of M 87, looks a bit different than mine, but still:


Attachments: 0531719.jpg(435Kb)





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JackDoleDate: Monday, 02.11.2015, 09:09 | Message # 4457
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Quote JackDole ()

Departure Time Earth: 2100 - Arrival Alpha Centauri: 2145 ...

Sorry. I have read something about 10% of the speed of light, which can be achieved with this drive. I have probably not read correctly, because that is obviously wrong. wacko





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JackDoleDate: Monday, 02.11.2015, 17:48 | Message # 4458
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There should be a thread for interesting glitches.


Attachments: 9419015.jpg(122Kb)





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AlekDate: Tuesday, 03.11.2015, 02:41 | Message # 4459
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Quote JackDole ()
There should be a thread for interesting glitches.


I'll see about making one





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JackDoleDate: Tuesday, 03.11.2015, 12:16 | Message # 4460
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Proto star?


Attachments: 0794026.jpg(149Kb)





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n0b0dyDate: Tuesday, 03.11.2015, 15:16 | Message # 4461
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Quote JackDole ()
Proto star?


I am jealous, I want this cry
 
DoctorOfSpaceDate: Tuesday, 03.11.2015, 15:28 | Message # 4462
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Quote n0b0dy ()
I am jealous, I want this


Easy to make. Just take the one available for download and replace black hole with a star and resize disk appropriately.





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parameciumkidDate: Tuesday, 03.11.2015, 22:23 | Message # 4463
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These are making me impatient for when SE finally gets accretion disks added. xD




Intel HD Graphics 4000 ;P
 
Bells_TheoremDate: Wednesday, 04.11.2015, 01:29 | Message # 4464
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Quote parameciumkid ()
These are making me impatient for when SE finally gets accretion disks added. xD


I would imagine that they would only appear in active galaxies, close binaries and protostars, so would involve a little bit of hunting to find one.
 
JackDoleDate: Wednesday, 04.11.2015, 08:51 | Message # 4465
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Quote n0b0dy ()
I am jealous, I want this

n0b0dy, look here:
Quote JackDole ()
These are the scripts for the fake protostar, shown here:





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JackDoleDate: Wednesday, 04.11.2015, 12:30 | Message # 4466
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Space distortion!



These are two black holes with different shading.

Attachments: 1598100.jpg(124Kb)





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Edited by JackDole - Wednesday, 04.11.2015, 12:55
 
DoctorOfSpaceDate: Wednesday, 04.11.2015, 13:05 | Message # 4467
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Quote JackDole ()
These are two black holes with different shading.


You have me intrigued as to how you pulled this off, do tell.





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JackDoleDate: Wednesday, 04.11.2015, 13:47 | Message # 4468
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Quote DoctorOfSpace ()
do tell

I made two black holes, a normal, with 2.1 solar masses, a second with a radius of one kilometer. This is a size that normaly should not occur in SpaceEngine. In the 'blackhole_warp.glsl' script, I just do a if statement to the radius.

Black hole barycenter:
Code

// Null Hole

StarBarycenter "Null Hole bc"
{
    RA    0 21 38.47
    Dec    -70 53 10
    Dist    3999.99
}


Black holes:
Code

// Null Hole

Star    "Null Hole A"
{
    ParentBody     "Null Hole bc"
    Class        "X"
    MassSol         2.1

    Orbit
    {
  Period          1.9012852688417e-007
  Eccentricity    0
  Inclination     90
  AscendingNode   0
  ArgOfPericenter 90
  MeanAnomaly     0
  RefPlane       "Ecliptic"
    }
}

Star    "Null Hole B"
{
    ParentBody     "Null Hole bc"
    Class        "X"
    Radius        1
    
    Orbit
    {
  Period          1.9012852688417e-007
  Eccentricity    0
  Inclination     90
  AscendingNode   0
  ArgOfPericenter 0
  MeanAnomaly     0
  RefPlane       "Ecliptic"
    }
}


blackhole_warp.glsl:
Code

#version 330 core
#auto_defines

uniform sampler2D   Scene;
uniform vec4        PosScale;   // (BH x, BH y, BH scale x, BH scale y)
uniform vec3        RadDist;    // (BH radius, distance, 2*radius/distance)

#ifdef _VERTEX_

layout(location = 0) in  vec4  VertexPos;
layout(location = 1) in  vec4  VertexTexCoord;
                     out vec2  TexCoord;

void main()
{
    gl_Position = VertexPos;
    TexCoord = VertexTexCoord.xy;
}

#else

                     in  vec2  TexCoord;
layout(location = 0) out vec4  OutColor;

void main()
{
    vec2  texCoord = TexCoord - PosScale.xy;
    float rad = length(texCoord * PosScale.zw);

    if (RadDist.x > 1.0)   // normal black hole
    {
  float distort = max(RadDist.z / (rad * rad), 0.0);
  texCoord = texCoord * (1.0 - distort) + PosScale.xy;
  //texCoord = clamp(texCoord, 0.0, 1.0);
  OutColor = texture(Scene, texCoord);
  OutColor *= clamp((rad * RadDist.y - RadDist.x) / RadDist.x * 100.0, 0.0, 1.0); // antialiased event horizon
    }
    else    // black hole <= (Radius = 1.0)
    {
  float distort = max(RadDist.z / (rad * rad), 0.0);
  texCoord = texCoord * (1.0 + distort) + PosScale.xy;
  //texCoord = clamp(texCoord, 0.0, 1.0);
  OutColor = texture(Scene, texCoord);
  OutColor *= clamp((rad * RadDist.y - RadDist.x) / RadDist.x * 100.0, 1.0, 1.0); // antialiased event horizon
    }
    //if (rad * RadDist.y < sqrt(RadDist.z) * RadDist.y) OutColor.g += 0.2; // check Einstein's radius
}

#endif



Of course I have no idea what I was doing with the shader.





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Edited by JackDole - Wednesday, 04.11.2015, 13:50
 
DoctorOfSpaceDate: Wednesday, 04.11.2015, 14:24 | Message # 4469
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Quote JackDole ()
Of course I have no idea what I was doing with the shader.


Well you just solved my Wormhole for Interstellar addon problem. Now I can include my wormhole from before by combining your shader with mine, thanks a bunch.





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JackDoleDate: Wednesday, 04.11.2015, 14:40 | Message # 4470
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That was the reason. biggrin

I think by the way, it might be possible to write your own shaders scripts - for example, a function for an Einstein-Rosen Bridge - and with #Include to bind into the system. Then you can call these functions via an IF query.
Moreover, I think, a separate thread for shader programming would make sense. wink





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