POV-Ray : Newsgroups : povray.animations : rotation and orbit ? : Re: rotation and orbit ? Server Time
28 Jul 2024 14:24:02 EDT (-0400)
  Re: rotation and orbit ?  
From: dcc
Date: 22 Jan 2000 15:15:41
Message: <388a0fed@news.povray.org>
thanks.

I have kinda gone in this direction. It is easier for me understand what is
happening. But i'll keep yours as a reference for when I'm more versed in in
pov-ray.

sphere { // Jupiter_Sphere
  <0,0,0>,1
  material {
    Jupiter_Tex
  }
  scale 40.0
  rotate 360*z*clock
}

sphere { // Io_sphere
  <0,0,0>,1
  material {
    Io
  }
  scale 3.36
  rotate 1080*z*clock
  translate  422.0*y
  rotate 1440*z*clock
}

sphere { // Europa_sphere
  <0,0,0>,1
  material {
    Europa_Tex
  }
  scale 3.138
  rotate 720*z*clock
  translate  528.0*x
  rotate 1080*z*clock
}


sphere { // Ganymede_sphere
  <0,0,0>,1
  material {
    Ganymede_Tex
  }
  scale 5.256
  rotate 720*z*clock
  translate  928.0*x
  rotate 720*z*clock
}


sphere { // Callisto__sphere
  <0,0,0>,1
  material {
    Callisto_Tex
  }
  scale 4.8
  rotate 360*z*clock
  translate  1741.0*x
  rotate 720*z*clock
}

Bob Hughes wrote in message <388a0ce5@news.povray.org>...
>The method is simplistic, yes.  Putting a working (ha, yeah sure) example
in was
>probably a mistake, it was flawed the second time too.  Here's the
corrected (?)
>one:
>
>light_source { <0,0,-500> color rgb <1.5,1.5,1.5>
>}
>camera
>{
>  location  <-5,5,-15>
>  angle 25
>  look_at   <0,-.5,0>
>}
>
>// approximations of Earth/Moon system (only a guess)
>#declare NS1=<0,0,24>; // axial tilts [z here]
>#declare NS2=<0,0,13>; // orbital inclination [11 degrees diff.?]
>#declare OrbitPos1=<-.1,0,0>; // orbital distances (not real)
>#declare OrbitPos2=<3,0,0>; // orbital distance [x here]
>#declare Diam1=1; // sizes (not real)
>#declare Diam2=.25;
>#declare Rotate1=<0,28,0>; // days (not real) multiply this by Revolve#
>#declare Rotate2=<0,1,0>; // orbit-coupled with Revolve#
>#declare Revolve1=<0,1,0>; // orbits; same as Rotate2 (orbit-coupled)
>#declare Revolve2=<0,1,0>; // [y is up coordinates]
>
>/*
>#declare PlanetTex1=texture {pigment {marble turbulence 1
>        color_map {[.33,.5 color rgb <0,1,0> color rgb <0,0,1>]}
>         } rotate 90*z}
>#declare MoonTex1=texture {pigment {spotted turbulence 1
>        color_map {[.2,.25 color rgb <.5,.5,.5> color rgb <1,1,1>]}
>         } scale .5}
>*/
>#declare PlanetTex1=
> texture {pigment {radial frequency 12 // longitudinal lines
>        color_map {[.1,.2 color rgbt <0,1,1,0> color rgbt <0,0,1,1>]}
>         } scale 1} // 1 unit so already scaled ok
> texture {pigment {gradient y frequency 6 // latitudinal lines
>        color_map {[.1,.2 color rgbt <0,1,1,0> color rgbt <0,0,1,1>]}
>         } scale 1} // 1 unit so already scaled ok
>
>#declare MoonTex1=
> texture {pigment {radial frequency 4 // longitudinal lines
>        color_map {[.1,.2 color rgbt <1,1,1,0> color rgbt <0,0,0,1>]}
>         } scale .25} // scale to fit
> texture {pigment {gradient y frequency 2 // latitudinal lines
>        color_map {[.1,.2 color rgbt <1,1,1,0> color rgbt <0,0,0,1>]}
>         } scale .25} // scale to fit
>
>#declare RotatingRevolvingSphere1=
> sphere {0,Diam1
>        texture {PlanetTex1} // texture placed before movement
>         rotate -360*Rotate1*clock rotate NS1 // axial tilt
>          rotate 360*Revolve1*clock // counter-turn of orbit
>         translate OrbitPos1 // needs to be opposite of other
>           rotate -360*Revolve1*clock
>          rotate NS2 // yes, NS2 here too, orbital tilt (E&M)
>            } // orbit
>
>#declare RotatingRevolvingSphere2=
> sphere {0,Diam2
>        texture {MoonTex1} // texture placed before movement
>         rotate -360*Rotate2*clock rotate 0 // axial tilt
>          rotate 360*Revolve2*clock // counter-turn of orbit
>         translate OrbitPos2 // needs to be opposite of other
>           rotate -360*Revolve2*clock
>          rotate NS2 // orbital tilt (E&M)
>           } // orbit
>
>object {RotatingRevolvingSphere1}
>object {RotatingRevolvingSphere2}
>
>
>Maybe I can get the second reply cancelled as well, it isn't good, and I'm
not
>saying this will be right either.  Best to render 100 frames at 320x240
res. to
>check it out.
>
>Bob
>
>"Ken" <tyl### [at] pacbellnet> wrote in message
>news:3889E946.125F929C@pacbell.net...
>|
>|
>| Bob Hughes wrote:
>| >
>| > Here's my example, and only an example.  It's simplistic really,
>|
>| You call that simplistic ?
>|
>| Bob, you have become a declare freak and might want to seek professional
>| help soon.
>|
>| <G>
>|
>| --
>| Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
>| http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
>
>


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