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Decreasing star count


How do I repeat a gradient color ramp?Is there really a way to make a true toon shader material in Cycles?Is there a way to separate colors from chained mix rgb nodes?Distance from the surface as an input node for use with volumetric materialsProcedural square shape in Cycles (with similar effect to Gaussian blur)Cycles: Apply gradient to light cone setup with spotlight lampColor ramp to bump mapIrregular shapes textureCycles Renderer: ColorRamp ignores previous Set Alpha nodeBrick texture with multiple colors






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ margin-bottom:0;
}







6












$begingroup$


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:




  1. Black at position 0

  2. White at 0.001

  3. 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:



enter image description here










share|improve this question











$endgroup$












  • $begingroup$
    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


















6












$begingroup$


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:




  1. Black at position 0

  2. White at 0.001

  3. 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:



enter image description here










share|improve this question











$endgroup$












  • $begingroup$
    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














6












6








6


2



$begingroup$


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:




  1. Black at position 0

  2. White at 0.001

  3. 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:



enter image description here










share|improve this question











$endgroup$




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:




  1. Black at position 0

  2. White at 0.001

  3. 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:



enter image description here







cycles nodes world






share|improve this question















share|improve this question













share|improve this question




share|improve this question








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


















  • $begingroup$
    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










2 Answers
2






active

oldest

votes


















7












$begingroup$

A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.



enter image description here



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.






share|improve this answer









$endgroup$





















    5












    $begingroup$

    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...



    enter image description here



    ...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:



    enter image description here



    With fewer mapped to black:



    enter image description here



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



    enter image description here






    share|improve this answer











    $endgroup$
















      Your Answer








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      2 Answers
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      active

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      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      7












      $begingroup$

      A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.



      enter image description here



      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.






      share|improve this answer









      $endgroup$


















        7












        $begingroup$

        A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.



        enter image description here



        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.






        share|improve this answer









        $endgroup$
















          7












          7








          7





          $begingroup$

          A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.



          enter image description here



          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.






          share|improve this answer









          $endgroup$



          A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.



          enter image description here



          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.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered yesterday









          lemonlemon

          18.7k1 gold badge19 silver badges55 bronze badges




          18.7k1 gold badge19 silver badges55 bronze badges

























              5












              $begingroup$

              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...



              enter image description here



              ...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:



              enter image description here



              With fewer mapped to black:



              enter image description here



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



              enter image description here






              share|improve this answer











              $endgroup$


















                5












                $begingroup$

                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...



                enter image description here



                ...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:



                enter image description here



                With fewer mapped to black:



                enter image description here



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



                enter image description here






                share|improve this answer











                $endgroup$
















                  5












                  5








                  5





                  $begingroup$

                  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...



                  enter image description here



                  ...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:



                  enter image description here



                  With fewer mapped to black:



                  enter image description here



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



                  enter image description here






                  share|improve this answer











                  $endgroup$



                  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...



                  enter image description here



                  ...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:



                  enter image description here



                  With fewer mapped to black:



                  enter image description here



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



                  enter image description here







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  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






























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