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.
Might there be a problem with your device?
Sadly the font colour on non-mobile devices is way too dark, the whole site is way too low contrast: #666b67 (desktop) vs #B2B5B3 (mobile) on #222623.
Desktop colours: https://webaim.org/resources/contrastchecker/?fcolor=666B67&...
Mobile colours: https://webaim.org/resources/contrastchecker/?fcolor=B2B5B3&...
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.
Here are some slides about the development of gaseous-giganticus (best viewed with a real computer, not on a phone, as it uses arrow keys to navigate the slides): http://smcameron.github.io/space-nerds-in-space/gaseous-giga...
[1] https://github.com/smcameron/gaseous-giganticus [2] https://imgur.com/mqCwMeI
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...
https://dev.epicgames.com/community/learning/knowledge-base/...
Shadertoy needs GLSL - open gl shading language. Luckily, UE has a HLSL -> GLSL transpiler built in:
https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScrip...
There are other HLSL transpilers: Microsoft's ShaderConductor, Unity's hlsl2glsl, Vulkan's vcc, etc.
To port your favorite Shadertoy examples back to UE, you can transpile GLSL to HLSL with ShaderTranspiler, glslcc, ShaderConductor, etc.
Disclaimer: I don't use UE or Shadertoy. In fact, this is my first exposure to GLSL/HLSL. My claims may be inaccurate.
Most of the effects on the page are only a couple of lines it seems so maybe he did just rewrite them all? I do wonder why he bothered with UE material graphs if he's this proficient at shaders anyway.
Then a few of my senior colleagues used the observations in asteroseismology models (a generalised helioseismology model really) to study the interior.
https://en.wikipedia.org/wiki/Asteroseismology
https://en.wikipedia.org/wiki/Comet_Shoemaker%E2%80%93Levy_9...
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.
Or even in what subtle ways could the visuals follow the envelope of a Hans-Zimmeresque audio background..
Thanks for having shared this blog!
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 - https://thefulldomeblog.com/2014/01/30/jupiter-bands-simulat...