I would like ot improve Jupiter to make the inner bands be more realistically at different speeds.. I don’t know where to start to be honest I tried AI it was a hilarious result. Any idea or advice is appreciated.
Something like this https://youtu.be/KfphtLRoUB0?t=5 flowmaps so that the river of gas in Jupiter’s atmosphere looks organic, but it must be done on the actual texture.
Have you seen this animation? Supposedly, every second = 1 day. Only some bands seem to be moving a lot, which should simplify the task a bit.
You have created an interesting challenge for yourself. You appear to have the planet rotating at a rate of about once every 30 seconds, which implies that you are trying to show a day every 30 seconds - which seems like a good rate of rotation. Using the video as reference, you will probably see very few surface changes over the course of 30 seconds. The most noticeable change might be the motion of the 2 equatorial bands relative to each other and to the adjacent static bands.
However, I didn’t complain about the speed of activity on the sun, since it looked so cool (hot?). So I definitely won’t complain about you taking some artistic license with Jupiter if you feel that is necessary to create an interesting display.
Yes, this is what I would like to do… I tried otherwise, I would not have posted here.
I have no idea how to even start this shader-wise. I made a few attempts and even tried AI — not even close. A sharp mind is needed
About the timing: it doesn’t have to be realistic, I just want the animation working. I think it would be cool to have this done; I don’t think this has been done in threejs/ glsl so far.
I did manage to isolate the bands and move them at different speeds, but the flow between them falls apart — after some time, it just looks like crap.
I figured out all the planets, including Saturn’s rings with shadows, but this Jupiter “organic” feel is something I don’t know how to do. The problem is that I can’t even imagine it code-wise; it’s really difficult for me to put it all together.
If it helps, those boundaries seem to have the kind of patterns one would expect with turbulence. Like the kind of patterns that might be generated by a race car moving through the air - or a wing at full stall.
Perhaps the center bands are acting like solid objects and generating turbulence in adjacent bands, especially along their edges. I will see if I can find some examples. (Of course, when I searched on my i-phone, AI was all too anxious to jump in and help with this topic and popped up with a full code example.)
Here is something that discusses the basic math, but does not provide any coding.
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Here is one that does have coding at the end. It’s called an Eulerian fluid simulator (good old Euler) and it looks like what you want to generate on the boundary lines.
I will look into it, but I put it on hold for no,w maybe my brain will see this right if I take a break now I see nothing, just like Saturn’s dark side!