How to mimic the swirls of the clouds on Jupiter's surface?
>>617419static: paint them, photo-sourced texturesanimated: fluid sim(fancy), mix of image/mask/procedurals(probably hard to get exactly what you want)
>>617419Step 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.
>>617423you missed a few steps
>>617423>completely missing the point
Let me rephrase, how to animate the swirls of the clouds on Jupiter's surface so it looks convincing for pre-rendered product?
>>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 datathere'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
>>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 spheresi know it sounds difficult, but this is the only way i know how to do it
>>617419I 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.
>>617485>>617419Looks something like this if properly done
>>617419I 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
>>617419particle sim.jupiter pics are dust.