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a basic starfield in maya
Joshua
Javaheri
Setup:
Download the starfield generator
from highend3d.com located here:
http://www.highend3d.com/maya/downloads/mel_scripts/dynamics/2942.html
Navigate to your Maya installation
folder and open the scripts subdirectory. Paste the .mel file that
you downloaded into this folder. Keep this folder open.
Startup Maya and create a new
scene. Name it “starField.ma” or something recognizable,
and save it somewhere for future use.
In your new blank scene, go to the
layer editor and create a new layer. Name it stars. Give it a
recognizable color. I like yellow because its bright.

We
are now ready to begin creating the starfield.
Creating the Starfield:
On your new scene, drag the
starfield generator (.mel) script directly into your scene from
explorer. Close explorer.

I don't know why this works, but I
was unable to call the function in the script without first dragging
and dropping it directly into the scene first. Once you have done
this, go to the command line (normally bottom left hand corner) and
type “starField” without the quotes. Hit enter.

A window should pop up with a few
settings. Change them to those on the image below and hit “Generate
Stars!”

This will generate a particle
system object that randomly places particles within the minimum and
maximum radii specified. Once it finishes generating, add the object
to the layer you created earlier. You should see something like
this:

If your views clipping plane does
not allow you to see the stars when you zoom out, either scale the
particles down or adjust each camera view's (accessible through the
outliner) “far clip plane” attribute to something
massive like 100,000. If you are doing a massive space scene, you
might as well learn how to do that because it will be a problem in
the future if you don't.
Now that we can actually see our
particles, its time to play with the settings. Before you do
anything else, lets give the particle object a good name. Call it
“dullStars” or something like that in the outliner.
If you notice, the script creates
particles of type “point,” which is only renderable in
hardware shading mode. Since I don't like hardware rendering for
what I need, I need it to render in software mode. In the “channel
box / layer editor” highlight the dullStars shape and scroll
down to the “Particle render type.” Change it to “clouds
(s/w).”

If you noticed, our points are now
little circles. Open the hypershade editor and double click on the
default particleCloud shader to access it's attributes. Change the
attributes to match mine in the image below:

Select the starfield that you just
created and with the hypershade editor out, right click and hold on
the particleCloud shader you created and select “Assign
material to selection.” I don't think simply dragging the
material onto the stars work.
Center your perspective camera at
the global origin and render the image at any angle. The stars show
up and a post process glow effect is just slightly noticeable. This
is your basic starfield!

I would suggest making a few
different starfields and overlaying them on top of each other to get
a variance of color and size. By playing around with the radius
attribute in the particle's settings you can make all of your stars
larger or smaller. With a combination of stars and paint effects,
you can get something pretty realistic and breathtaking. If you have
any questions about creating a starfield, email me at
jjavahe@admin.ufl.edu or
just ask me in class. Good Luck!
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