02 Feb 2018 03:25
Vice versa, catalog objects are harder to do with different wavelength. Earth textures takes 7 GB in visible spectrum. If we would adding 5 other bands, where we would take a global IR, UV, ... maps of the whole Earth? I don't think those exists. And there are other planets and moons...
For procedural planets SE can generate texture maps. But this requires huge research work, read a lot of papers regarding propertied of planets and their atmospheres at different wavelengths. Each time user switches to another band it will must wait until SE reloads textures. Stars are the most easy to do: they are emitting a black body spectrum, it can be easily re-calculated to other wavelengths. Star corona is a different task: it emits a lot of non-thermal radio emission, as well ass gas giant magnetosphere. Galaxy dust probably also easy to do - thermal emission in IR. Nebulae are harder: they emits non-thermal emission.
Radio frequencies also will need some blurring, strongly depending on a receiver aperture. Emitting objects must have blurry edges; if object is smaller than wavelength, it will be transparent or invisible. Diffraction and interference effects are strong at those radio wavelengths, I even don't know how to implement them, except ray-tracing (or wave propagation simulation?) Gamma ray, in opposite, are highly penetrative, solid bodies like planets will have a "transparent" upper layers, what is not easy to render.