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Decreasing star count
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$begingroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:

cycles nodes world
$endgroup$
add a comment |
$begingroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:

cycles nodes world
$endgroup$
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
yesterday
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
yesterday
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
yesterday
add a comment |
$begingroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:

cycles nodes world
$endgroup$
I am creating a completely procedural space with some stars, nebula, etc. The stars are generated by a Voronoi texture hooked up to a Color ramp - a pretty usual approach as far as I know. I would like to decrease the amount of stars in the scene.
The Color ramp connected to the Voronoi texture has three colors inside it as follows:
- Black at position 0
- White at 0.001
- Black at 0.002
I have tried decreasing the amount of stars by setting the positions within the color ramp to lower values like 0, 0.0001 and 0.0002, but the amount of stars seems to stay the same.
I am fine with the size of the stars, I would like to just make fewer of them. Sadly, even after several hours of trying, I seem to be unable to achieve it. With that, I would be very grateful if anyone could give me some advice how to achieve this.
The node setup is below, the scene preview can be seen here Scene preview and the blend file is here Blender file. Using blender 2.8 with Cycles.
The node setup is pasted below:

cycles nodes world
cycles nodes world
edited 30 mins ago
Kroltan
4103 silver badges11 bronze badges
4103 silver badges11 bronze badges
asked yesterday
OndrejOndrej
1386 bronze badges
1386 bronze badges
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
yesterday
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
yesterday
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
yesterday
add a comment |
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
yesterday
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
yesterday
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
yesterday
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
yesterday
$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
yesterday
2
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
yesterday
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
yesterday
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
yesterday
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
yesterday
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.

More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...

...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping by the bottom color ramp, is provided by the random color/factor of Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Intensity Voronoi textures is the same.
With a lot mapped to black:

With fewer mapped to black:

Which does the job without changing the star size or position, and without preferentially knocking out smaller stars.

$endgroup$
add a comment |
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2 Answers
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2 Answers
2
active
oldest
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votes
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.

More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
add a comment |
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.

More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
add a comment |
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.

More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
$endgroup$
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.

More generally:
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that gives us less stars.
answered yesterday
lemonlemon
18.7k1 gold badge19 silver badges55 bronze badges
18.7k1 gold badge19 silver badges55 bronze badges
add a comment |
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...

...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping by the bottom color ramp, is provided by the random color/factor of Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Intensity Voronoi textures is the same.
With a lot mapped to black:

With fewer mapped to black:

Which does the job without changing the star size or position, and without preferentially knocking out smaller stars.

$endgroup$
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...

...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping by the bottom color ramp, is provided by the random color/factor of Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Intensity Voronoi textures is the same.
With a lot mapped to black:

With fewer mapped to black:

Which does the job without changing the star size or position, and without preferentially knocking out smaller stars.

$endgroup$
add a comment |
$begingroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...

...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping by the bottom color ramp, is provided by the random color/factor of Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Intensity Voronoi textures is the same.
With a lot mapped to black:

With fewer mapped to black:

Which does the job without changing the star size or position, and without preferentially knocking out smaller stars.

$endgroup$
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...

...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that gives control over making stars appear or disappear randomly, according to how many of them you color black.
The color of the stars, before mapping by the bottom color ramp, is provided by the random color/factor of Voronoi cells, each of which contains 1 star, so long as the texture space of the Cells and Intensity Voronoi textures is the same.
With a lot mapped to black:

With fewer mapped to black:

Which does the job without changing the star size or position, and without preferentially knocking out smaller stars.

edited 9 hours ago
answered yesterday
Robin BettsRobin Betts
11.4k1 gold badge12 silver badges40 bronze badges
11.4k1 gold badge12 silver badges40 bronze badges
add a comment |
add a comment |
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$begingroup$
A (noise texture + "less than") for the fac corresponding to the first add rgb which is at top center on the setting (the one receiving its inputs from the top left frame)
$endgroup$
– lemon
yesterday
2
$begingroup$
A noise texture which fac is clamped by a less than reduces the influence of the first input of the add rgb. i.stack.imgur.com/WanlH.jpg
$endgroup$
– lemon
yesterday
$begingroup$
Thank you! Just what I was trying to do! If you don't mind, post this as an answer so that I can mark it as the solution.
$endgroup$
– Ondrej
yesterday