When I was at university, we did a different Jupiter simulation - the whole planet. We were fortunate enough to have a comet smack into it and ring it like a bell.<p>Then a few of my senior colleagues used the observations in asteroseismology models (a generalised helioseismology model really) to study the interior.<p><a href="https://en.wikipedia.org/wiki/Asteroseismology" rel="nofollow">https://en.wikipedia.org/wiki/Asteroseismology</a><p><a href="https://en.wikipedia.org/wiki/Comet_Shoemaker%E2%80%93Levy_9#Waves" rel="nofollow">https://en.wikipedia.org/wiki/Comet_Shoemaker%E2%80%93Levy_9...</a>
This article was a joy to read, both for explanations and visuals.
I'm not knowledgeable at all in visual generatio but I'm now wondering about other uses to extend the method.<p>What other shapes can be coupled (with the technique to create those various storms) in order to create large-scale transitions, where for example a large vortex would follow a sigmoid over the other zones.<p>Or even in what subtle ways could the visuals follow the envelope of a Hans-Zimmeresque audio background..<p>Thanks for having shared this blog!
Hello 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!
Very interesting work! The end result looks fantastic.<p>On 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 -
<a href="https://thefulldomeblog.com/2014/01/30/jupiter-bands-simulation/" rel="nofollow">https://thefulldomeblog.com/2014/01/30/jupiter-bands-simulat...</a>
The author seems to be experimenting in UE4 or UE5 (material graph shown in screenshot), but the examples are displayed in sharedtoy embeds?<p>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...