POV-Ray : Newsgroups : povray.animations : rotation and orbit ? : Re: rotation and orbit ? Server Time
28 Jul 2024 14:22:45 EDT (-0400)
  Re: rotation and orbit ?  
From: Bob Hughes
Date: 22 Jan 2000 15:02:45
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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