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【终于进官网了】整合一下作者最近的更新

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  • ZHL_64
  • 光年行者
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这次不吊大家的胃口了,直接上真货




  • ZHL_64
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上面的这仨图是我直接在官网截的,因为官网动不动就出错且连图片都下不完,所以只能这样了(下面要发的图也一样)
好了,下方正文


2025-06-04 23:42:26
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  • ZHL_64
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Update: added red/blue shift caused by gravity and Doppler effect (accretion disk rotates at speed ~0.6c, so showing strong Doppler effect). Notice how sky become more and more blue and bright. Sky blueshift is fake, because the frame texture obviously doesn't have infrared data, but it looks very well. The bulb right to the sky round in the last image is a part of the accretion disk, visible near the observer.
更新:添加红/蓝移的重力和多普勒效应引起的光效果(吸积盘的旋转速度~ 0.6摄氏度,因此表现出较强的多普勒效应)。注意背景变得越来越蓝,明亮。背景的蓝移是假的,因为框架结构显然不具有红外数据,但它看起来很好。在最后一个图像中,亮光的右边是吸积盘的一部分,在观测区域附近可见。



其实就是上次我发的那个,只不过没发全(少一张233)


  • ZHL_64
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Accretion disk is indeed overwhelmingly bright. I made some computations using analythic model (alpha-disk model) for accretion disk around Sagittarius A* in the Milky Way center. Using it's mass of 4.2 million solar masses and realistic accretion rate (3 Earth masses per year), I derived this temperature profile:
max temperature at 4.3 Schwarzschild radii - 96,000K
temperautre at 1000 Schwarzschild radii, where SE rendering stops for now - 2600K (still too bright)
temperature at 3600 Schwarzschild radii - 1000K (so rendering radius in SE should be increased 4x times)
Matter at 96,000K have extremely high brightness. According to the Stefan-Bolzmann law, surface brightness is proportional to T4. So 96,000K is 80,000 times brighter than Sun's surface. It will be saturated to white in SE if exposure is more than 0.0001.
Screenshots here showing accretion disk around Sgr A* with different levels of exposure: 1, 0.01, 0.0001:
吸积盘确实是非常明亮的。我做了一些计算使用analythic模型(α盘模型)在银河中心的人马座A*周围的吸积盘。使用它的质量为4200000个太阳质量和现实的吸积率(3地球群众每年),我得出这个温度分布
最高温度在4.3—96000k史瓦西半径
1000史瓦西半径小,其中SE渲染停止目前2600K(还是太亮)
3600史瓦西半径- 1000K温度(所以绘制半径SE应该增加4倍)
无论在96000k具有极高的亮度。根据斯特凡的测量法,表面亮度是成正比的T4。所以96000k比太阳表面的80000倍。如果暴露在0.0001以上,它将是饱和的白色的硒。
截图显示吸积盘Sgr A*不同暴露水平:1,0.01,0.0001:
(楼上的那个是普通黑洞吸积盘,这个是超大黑洞的吸积盘)




  • ZHL_64
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作者在2015年的工作进度:
in 2015 :)
Although accretion disks looked "ready", there is a lot things to do. They must be integrated in the engine:
- proper rendering in all conditions (size, orientation, rotation speed etc) (70% done)
- defining in scripts to make catalog objects (80% done)
- making catalog of black holes, white dwarves and neutron stars with accretion disks (just 3 systems done)
- procedural generation with realistic parameters (50% done)
- neutron stars and white dwarves (their surfaces must be rendered instead of black hole) (20% done)
- accretion disks must be a light sources for other objects (0% done)
- some physics for ships (0% done)
- jets (0% done)
- 3D accretion disks (0% done)
Can you estimate, when they will be ready to release?
2015:)
虽然吸积盘看起来“已经做好了”,但有很多事情要做。他们必须在软件引擎上集成:
•适当的渲染(大小,方向,旋转速度等)(70%)
定义在脚本中,以目录列出对象(80%)
制造黑洞的目录,白矮星、中子星的吸积盘(3系统)
•程序生成与现实的参数(50%)
中子星和白矮星(其表面必须渲染而不是黑洞)(20%)
•吸积盘必须能照亮其他的物体(0%做)
•一些物理的宇宙飞船(0%)
•吸积盘的喷流(0%)
•三维化的吸积盘(0%)
你能估计,什么时候放出更新?
666作者你难道打算在2016年再放出新的补丁吗?


  • ZHL_64
  • 光年行者
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OMG view from the Miller's planet (movie version, in "realistic" Kip Thorne's version it must be almost on Gargantua's event horizon, deep inside its accretion disk).

上面的这段我就不翻译了哈,作者把他新做出来的吸积盘放到了《星际穿越》的那个MOD里面;反正根据作者说的那个“OMG”可以看出,就连他本人都觉得自己做出来的那货碉堡了其实是原来的那个做的太渣了吧


  • ZHL_64
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作者除了吸积盘还做了点别的:
Warp field bubble. "Gravity" in front of the ship and "antigravity" in back of it. The ship itself is in the non-curved space-time. Ship is rendered after the warp effect, so didn't look distorted (I don't know how to implement accurate rendering of models in curved space).
Note what in reality such view is impossible: observer can't move together with ship while staying outside the bubble, because his speed will be superluminal.
引力场泡泡。位于飞船前方的”重力”和后方的“反重力”。船舶本身在非曲线的时空中。船舶在引力场中的效果,所以没有外观扭曲(我不知道如何实现精确的渲染模型在弯曲空间)。
注意在现实中这样的看法是不可能的:观察不能一起移动船而呆在外面的泡沫,因为他的速度会超过光速。



Universe image is got blueshifted if the camers is in the "gravity" region and redshifted if in the "antigravity" area
如果位于“重力”区域进行观察,宇宙的图像是有蓝移的,否则就是红移(位于“反重力”区域)


From the center of the bubble, Universe looked undistorted.
从泡沫的中心来看,宇宙看起来并不失真。
Warp field visualization is fake. Equations for light path in the Alcubierre metric are way to complex to be implemented in the code, at least for now. Maybe few SE versions later, when I implement the Kerr metric for rotating black holes, I'll implement accurate rendering of the Alcubierre warp bubble also.
力场可视化是假的。在阿尔库维耶雷度量光路方程方法复杂是在代码中实现的,至少现在是如此的。也许几个SE版本之后,当我实现了克尔度量的旋转的黑洞,我会实施Alcubierre Warp的气泡精确绘制它。(???)


  • ZHL_64
  • 光年行者
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遗憾的是,作者依旧没有放出新的补丁


2025-06-04 23:36:26
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  • ZHL_64
  • 光年行者
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开始叫人怎么每次都没什么人理我
@—◆▊海瀟 @Eye_涩迷迷 @Mr_Ecstasy @冰风萌娘 @CAD常盘台


  • ZHL_64
  • 光年行者
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好吧官网又进不去了


  • ZHL_64
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坑b作者又更了
Upgrades in cool star rendering. Stars are red dwarfs M8.1, M9.0, M9.9. Brown dwarfs are L6, T5, Y5. Note what late stars have almost the same size. And yes, SpaceEngine now supports decimal subclass numbers like "8.1". Solar spots are upgraded a bit also. There must be smooth transition in appearance between coldest M-dwarfs (M9.9) and hottest Y-dwarfs, but I didn't implement it yet.
更新了更牛逼的恒星渲染方式。下面的这些图分别是红矮星M8.1,M9.0,M9.9级型;褐矮星L6,T5,Y5级型。注意最近更新的恒星具有几乎相同的尺寸。是的,SpaceEngine现在支持像“8.1”十进制子数。太阳能斑点也升级了一下。必须有在最冷的M-矮星(M9.9)和最热门的Y型矮星的外观平滑过渡,但我未能实现它。




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