Props for a site of that visual complexity that was performant, visually appealing, and eminently readable on mobile.
The article is incredibly interesting, but the choice of colors is so low-contrast that I can only read in it "reader mode", where the animations don't work. I have resorted to "select all" where the letters stand out a bit, but it's ugly and not very ergonomic...
Simulating Jupiter
21–30 of 39 posts
Re: Simulating Jupiter
#22Re: Simulating Jupiter
#23Hello everyone! I'm the author of the article. First of all, thank you so much for sharing it here. I've been taking note of the feedback - I'll try to fix the issue with contrast and other UX problems. If there are any specific suggestions or further feedback you have, please feel free to reach out to me. Thanks again for taking the time to read and share the article!
The part that has probably highest potential for improvement is the sharpening, the artifacts there look a bit weird still.
Physically speaking, what you see on Jupiter (and on a river) is an interfacial flow. There is a divergence-free bulk flow underneath, but the interfacial flow itself has a lot of divergence. Upwellings have positive divergence and supply fresh stuff (colour!), downdrafts have negative divergence and consume stuff/colour.
But wait! You are using curl noise for your vector field! Of course the divergence is then zero everywhere!
If you take just the gradient of the scalar noise field you use for your curl noise, this will have lots of divergence and "compatible shape". Just scale this down a bit and mix with your curl noise.
And then finally take the value of your scalar noise field, scale it to be symmetric around zero, and use this to determine how much color to add/remove.
I think this will remove your need for sharpening entirely.
Disclaimer: this is just top-of-my-head while walking home.
Re: Simulating Jupiter
#24On a related note, here's an experiment I did using fluids in Maya to create a closeup of Jupiters bands. It was created while I worked at a planetarium - https://thefulldomeblog.com/2014/01/30/jupiter-bands-simulat...
Re: Simulating Jupiter
#25Earlier quoted context omitted.
> performant Huh. Opening this webpage on Firefox floored my laptop (8 core 16GB). The lag was several seconds, including for clicking "back" or opening a new tab.
Follow-up: this only seems to be the case when the "Animated Great Red Spot" image is in view.
Re: Simulating Jupiter
#26Hello everyone! I'm the author of the article. First of all, thank you so much for sharing it here. I've been taking note of the feedback - I'll try to fix the issue with contrast and other UX problems. If there are any specific suggestions or further feedback you have, please feel free to reach out to me. Thanks again for taking the time to read and share the article!
Fluid mechanics guy here. Let me first say this looks really nice overall! The part that has probably highest potential for improvement is the sharpening, the artifacts there look a bit weird still. Physically speaking, what you see on Jupiter (and on a river) is an interfacial flow. There is a divergence-free bulk flow underneath, but the interfacial flow itself has a lot of divergence. Upwellings have positive dive…
Re: Simulating Jupiter
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#30The author seems to be experimenting in UE4 or UE5 (material graph shown in screenshot), but the examples are displayed in sharedtoy embeds? I'm wondering, is there a direct way to save UE4 material shader to shadertoy or some easy conversion tool? Otherwise it would have taken eons to produce this page...