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How to mimic the swirls of the clouds on Jupiter's surface?
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>>617419
static: paint them, photo-sourced textures
animated: fluid sim(fancy), mix of image/mask/procedurals(probably hard to get exactly what you want)
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>>617419
Step 1: learn to code in C++. Learn how to code with CUDA/OpenCL to leverage your graphic card.
Step 2: Solve the Navier-Stokes existence and smoothness problem.
Step 3: Use your proof from 2 to code an accurate Naver-Stokes solution in C++ with CUDA/OpenCL.
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>>617423
you missed a few steps
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>>617423
>completely missing the point
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Let me rephrase, how to animate the swirls of the clouds on Jupiter's surface so it looks convincing for pre-rendered product?
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>>617419

>if you work in blender you can paint them in photoshop or manga studio
>next take the painted image and make a copy of it, make it black and white
>make the highest points the darkest
>go into blender and apply the painted image onto a shape or plane using nodes
>next do the same thing but with the black and white image
>apply it as non color data

there's a work around for making the thing look 3d but i can remember how to set the nodes up to where color/ shading determines projected hight

>blender guru made a tutorial on how to make a realistic planet, if you wanna watch it it can help you and instead of applying a cloud image you make your own like i wrote in earlier
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>>617429

>if you want to animate them
>paint the individual frames and apply them in blender
>set up the animation to where every frame switches out an object and apply the painted frames to the appropriate amount of spheres

i know it sounds difficult, but this is the only way i know how to do it
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File: idunno.jpg (385 KB, 1184x443)
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385 KB JPG
>>617419

I did something like pic related two decades ago, by twisting verts, with the mapped textures distorting/flowing around the center. I layered/blended some masked textures, offsetting and rotated them at different speeds for more depth and distortion.

Today, you might want to look into the possibilities of fluid simulation.
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File: Jupiter_Red_Eye_Storm.gif (1.32 MB, 300x169)
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1.32 MB GIF
>>617485
>>617419
Looks something like this if properly done
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>>617419
I was thinking about similar thing some time ag and quick and dirty solution for background swirls might be setting up a dozen of 2d fluid sims, rendering them into sequences and then stack these sequences on top of each other like some sort of cloud layers
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>>617419
particle sim.
jupiter pics are dust.




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