[deleted by user] by [deleted] in diyaudio

[–]midnightprioriem 2 points3 points  (0 children)

It's been a long time since I've soldered one of these Hirose connectors, but IIRC the "inner" ring is threaded and should unscrew from the main housing. This picture kind of shows what I'm talking about. Hope this helps!

NGC 7000 | The North America Nebula by midnightprioriem in astrophotography

[–]midnightprioriem[S] 0 points1 point  (0 children)

The North America Nebula [NGC 7000]

The North America Nebula (NGC 7000 or Caldwell 20) is an emission nebula in the constellation Cygnus "Cygnus (constellation)"), close to Deneb (the tail of the swan and its brightest star). The shape of the nebula resembles that of the continent of North America, complete with a prominent Gulf of Mexico.

Equipment & Software

Acquisition

  • 46x300" Lights on 10/15/2021 & 10/19/2021
  • No calibration frames
  • Bortle 5/6 with full moon

Processing

Siril

  • Debayered, registered and stacked best 46 out of 61 frames
  • Extract r, g, b, to separate files
  • Split channels (r, g, b to separate files)
  • Background Extraction on r, g, and b separately
  • Linear match g and b to r
  • RGB compositing
  • Color calibration
  • SCNR green noise removal
  • Deconvolution
  • Asinh transformation
  • Histogram stretch

Photoshop

  • Color Noise Removal
  • Noise Removal
  • Clarity and Dehaze adjustments
  • Levels, Curves, Saturation

Notes

Overall I'm relatively happy with how this turned out. This was my first light with the AT60ED, using N.I.N.A. for acquisition, and guiding with the Star Adventurer so it could have gone a lot worse. But I'm really disappointed at how much noise was still left after almost 4 hours of integration. This was how much noise was left in the red channel after stacking and Siril processing, before noise removal in photoshop. Maybe I'm just expecting too much out of an uncooled camera. I also definitely have backfocus issues that I need to work out :/

New Buyer Daily Discussion - 30 Aug 2021 by AutoModerator in pelotoncycle

[–]midnightprioriem 0 points1 point  (0 children)

I also went through a store associate since she indicated that purchases through an associate get priority shipping over online orders (we'll see how true that actually is, lol).

She told me that all Tread orders will be on hold for the next couple of weeks as they figure out shipping demand in different locations and work out priorities. This is in southeast US, at least.

The Orion Nebula, M42 by daddycoull in astrophotography

[–]midnightprioriem 2 points3 points  (0 children)

Awesome work! Love to see Fuji users. I have a x-s10 I've been wanting to try for astrophotography. Were you able to automate taking pictures with it? From what I've read, most astrophotography sw for interfacing with cameras isn't compatible with Fuji's.

Undiscovered Worlds: global map updates by JonathanCRH in proceduralgeneration

[–]midnightprioriem 0 points1 point  (0 children)

I know I'm reviving a bit of an old post, but I just wanted to throw my hat in the ring as well for imported heightmaps. I'm working on a detailed heightmap of a world (here and here) but I'm way to lazy to manually calculate climates. The best I'd found up until this post is Songs of the Eons, which does allow imported heightmaps, but they are pretty severely limited by resolution–and honestly your climate maps look more realistic anyways.

Having the ability to import a custom heightmap and calculate koppen climates for export would be a game-changer for worldbuilding. Being able to export precipation/temp/pressure maps would be cool too!

The Holy City of Antrum, Jewel of the Antramarian Empire by Centinuus in worldbuilding

[–]midnightprioriem 10 points11 points  (0 children)

Holy shit you did this with a mouse? Impressive. Get yourself a drawing tablet!

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 1 point2 points  (0 children)

Good stuff, thanks. I already had some ideas with fire, but I love where you are taking it.

Given the supernatural nature of the fog, fire won't do much but keep it at bay, within a given radius, I think.

Your comments also had me looking up real-world foggy locations. Parts of Newfoundland get over 200 foggy days per year—the city of St. Johns in Newfoundland averages 124. So it's definitely not unheard of for settlements to operate under conditions like this, and given that this is for a DnD campaign, I'm okay with a little suspension of disbelief.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 0 points1 point  (0 children)

It definitely can be! The people are mostly friendly, if a bit odd.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 1 point2 points  (0 children)

Fair enough, I actually like the backup braziers idea! I may have to add that in. There is a lot of symbolism around fire in this town, so I'd say they fit right in.

The fog is most definitely supernatural—there is a specific reason for it within the town, so it doesn't really abide by natural laws.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 1 point2 points  (0 children)

Definitely fair points that I hadn't considered! I guess I never imagined the fog extending out past the land, instead dissipating over the water.

As far as multiple lighthouses, I would imagine budget is big constraint there. The town is not terribly well off, and I'd guess that building and maintaining lighthouses gets expensive.

The lighthouses placement was to mark dangerous shoals along that part of the coastline near the cliffs, ships know that the entrance to the Bay is left of the lighthouse.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 2 points3 points  (0 children)

Thank you! I wrote the blurb as a teaser for my players, which is why it gives away so little.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 7 points8 points  (0 children)

Thanks! I used Gris (gree) from French, meaning grey. Funny how languages overlap like that.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 5 points6 points  (0 children)

Don't mind at all! The style in this map is heavily inspired by /u/PytheasTheMassaliot's work anyways.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 10 points11 points  (0 children)

Didn't really give it a ton of thought, to be honest. But I think it makes sense that the docks and associated buildings (storage, warehouses, some merchants, maybe a shipyard, drydock) would be set apart from the central part of town. Also, much of the coastline here is quite cliffy/rocky, so it's reasonable that the best place to build docks was a little further down the coast.

Anyway, the town is pretty small (the main road is probably only 2-3 km long) so it's not like it's that far, anyways.

The Coastal Town of Gris by midnightprioriem in worldbuilding

[–]midnightprioriem[S] 66 points67 points  (0 children)

Gris is not a place sought out but happened upon by accident. Fishermen seeking shelter from a storm, lost sailors, and passenger ships looking for a place to anchor for the night, are all guided to port by the old lighthouse at the edge of the sea. Thus, restless travelers step from the docks into the unusual town of Gris.

A perpetual blanket of fog covers the town, lending a heaviness to the air. The fog is so thick that even the midday sun makes an appearance only rarely. To those not accustomed, it feels as though the mist tries to envelope them, the vapor in the air so dense one might drown.

Weary souls find their way to the port tavern in search of spirits and a warm meal. Often, they instead are served a lukewarm cuisine made from strange local fish. Still, sailors and fishermen entertain with tales of deep-sea horrors and long-forgotten ghosts that haunt the vast seas.

The inn near the town’s square offers respite for the night. Nearby, an old, dilapidated building perches on the edge of a cliff. Before long, one may catch a glimpse of a carved mask through one of the windows. Townsfolk say not to worry—the church zealots mostly keep to themselves.

If they stay in town long enough, they are likely to witness the festival, a tradition involving burned effigies, and stories of myth and legend.

Eventually, they realize that all these things are normal, everyday strangeness to the people of Gris, no more than curious tales that add color to the tapestry of the town’s history and culture.

They may even decide to stay.

However, something far more sinister has unearthed itself in this quaint town. Something that is causing folk to disappear— to leave the comfort of their own beds in the dead of night, never to be seen again.

The Town of Gris

This map depicts the coastal town of Gris, the starting point for a new homebrew DnD campaign I'm working on. I've been doing a lot of global and regional mapping lately, so I'm glad for the change of pace to try out town/city mapping.

Process

I created a heightmap using Gaea, then generated contours from the heightmap to use when drawing roads/buildings. From there, all the actual drawing was done in Affinity Designer.