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From: dcc
Subject: Re: rotation and orbit ?
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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From: Lutz Kretzschmar
Subject: Re: rotation and orbit ?
Date: 23 Jan 2000 13:21:38
Message: <3890466c.5820028@194.174.214.110>
Hi dcc, you recently wrote in povray.animations:

> Generally I export the scene out of Moray and animate in POV-ray, if that
> makes a difference.
You may want to take a look at the animation plugin that works with
the latest version of Moray. Then you won't have to work in both GUI
and non-GUI environments.

- Lutz
  email : lut### [at] stmuccom
  Web   : http://www.stmuc.com/moray


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From: dcc
Subject: Re: rotation and orbit ?
Date: 23 Jan 2000 22:27:24
Message: <388bc69c@news.povray.org>
Thanks Lutz

I did take a look at the animation plugin for the new moray beta but I
couldn't easily figure out how to automate the rotation aspects.


Lutz Kretzschmar wrote in message <389### [at] 194174214110>...
>Hi dcc, you recently wrote in povray.animations:
>
>> Generally I export the scene out of Moray and animate in POV-ray, if that
>> makes a difference.
>You may want to take a look at the animation plugin that works with
>the latest version of Moray. Then you won't have to work in both GUI
>and non-GUI environments.
>
>- Lutz
>  email : lut### [at] stmuccom
>  Web   : http://www.stmuc.com/moray


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From: Andrea Ryan
Subject: Re: rotation and orbit ?
Date: 23 Jan 2000 23:32:14
Message: <388BD2E8.58786EEB@global2000.net>
What if the orbit is tilted?  The orbit of the Moon is tilted about 5.145
degrees.  Would that be incorporated if the Moon is rotated on its axis, tilted
over a little, translated, rotated 5.145 degrees and revolved around the
Earth?  What if a elliptical orbit is desired?
Brendan Ryan

dcc wrote:

> I've managed to make animation of a rotating sphere. What I really want to
> do is rotate a sphere on it's axis while it orbits another rotating sphere.
> Generally I export the scene out of Moray and animate in POV-ray, if that
> makes a difference.
>
> I am hopeful someone can post an example of what the code would look like
> for such a scene.
>
> Thanks
>
> dan


Post a reply to this message

From: dcc
Subject: Re: rotation and orbit ?
Date: 23 Jan 2000 23:54:10
Message: <388bdaf2@news.povray.org>
All good questions. I haven't attempted any tilts or an ellipse orbit. The
tilt seems simple, but the orbit may involve a spline path or something. I
don't know if that can be done in moray.

this is as far as I have gotten.

http://www.cornillot.com/graphics.htm

dcc
Andrea Ryan <ary### [at] global2000net> wrote in message
<388BD2E8.58786EEB@global2000.net>...
> What if the orbit is tilted?  The orbit of the Moon is tilted about 5.145
> degrees.  Would that be incorporated if the Moon is rotated on its axis,
tilted
> over a little, translated, rotated 5.145 degrees and revolved around the
> Earth?  What if a elliptical orbit is desired?
> Brendan Ryan


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From: Peter Popov
Subject: Re: rotation and orbit ?
Date: 24 Jan 2000 00:12:36
Message: <Dt6LOK5zhY9yVXasthw9DVIrEWwn@4ax.com>
On Sun, 23 Jan 2000 23:19:53 -0500, Andrea Ryan <ary### [at] global2000net>
wrote:

>What if the orbit is tilted?  The orbit of the Moon is tilted about 5.145
>degrees.  Would that be incorporated if the Moon is rotated on its axis, tilted
>over a little, translated, rotated 5.145 degrees and revolved around the
>Earth?  What if a elliptical orbit is desired?
>Brendan Ryan
>
>dcc wrote:

object
{
  Moon
  rotate <5.145,-360*y*clock,0>
  translate R*<cos(2*pi*clock), 0, E*sin(2*pi*clock)>
  // R is the major radius
  // E is the "Eggness", i.e. minor to major radius ratio
}


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Bob Hughes
Subject: Re: rotation and orbit ?
Date: 24 Jan 2000 12:35:17
Message: <388c8d55@news.povray.org>
"Peter Popov" <pet### [at] usanet> wrote in message
news:Dt6LOK5zhY9yVXasthw9DVIrEWwn@4ax.com...
| On Sun, 23 Jan 2000 23:19:53 -0500, Andrea Ryan <ary### [at] global2000net>
| wrote:
|
| >What if the orbit is tilted?  The orbit of the Moon is tilted about 5.145
| >degrees.  Would that be incorporated if the Moon is rotated on its axis,
tilted
| >over a little, translated, rotated 5.145 degrees and revolved around the
| >Earth?  What if a elliptical orbit is desired?
| >Brendan Ryan
| >
|
| object
| {
|   Moon
|   rotate <5.145,-360*y*clock,0>
|   translate R*<cos(2*pi*clock), 0, E*sin(2*pi*clock)>
|   // R is the major radius
|   // E is the "Eggness", i.e. minor to major radius ratio
| }
|

No, wrong.  You have the axial tilt of the Moon before the rotation on it's
axis.  This would have it wobbling (it does anyhow though, about 6 degrees? not
sure of that).  The 'translate' instead of a 'rotate' for it's orbit is a good
idea... except....
You will need the 5 degree inclination after the ellipse is done.

Bob


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From: Peter Popov
Subject: Re: rotation and orbit ?
Date: 24 Jan 2000 13:00:51
Message: <J5OMODWbvhgj=s1FlgQHrpnHYzPp@4ax.com>
On Mon, 24 Jan 2000 11:35:01 -0600, "Bob Hughes"
<omn### [at] hotmailcom?subject=PoV-News:> wrote:

>No, wrong.  You have the axial tilt of the Moon before the rotation on it's
>axis.  This would have it wobbling (it does anyhow though, about 6 degrees? not
>sure of that).  The 'translate' instead of a 'rotate' for it's orbit is a good
>idea... except....
>You will need the 5 degree inclination after the ellipse is done.
>
>Bob

Ditto. It was just a quick demo anyway.


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Andrea Ryan
Subject: Re: rotation and orbit ?
Date: 24 Jan 2000 20:57:16
Message: <388D0013.9D202E27@global2000.net>
Thanks for help with the eccentricity of the orbit.
Brendan Ryan

Andrea Ryan wrote:

> What if the orbit is tilted?  The orbit of the Moon is tilted about 5.145
> degrees.  Would that be incorporated if the Moon is rotated on its axis, tilted
> over a little, translated, rotated 5.145 degrees and revolved around the
> Earth?  What if a elliptical orbit is desired?
> Brendan Ryan
>
> dcc wrote:
>
> > I've managed to make animation of a rotating sphere. What I really want to
> > do is rotate a sphere on it's axis while it orbits another rotating sphere.
> > Generally I export the scene out of Moray and animate in POV-ray, if that
> > makes a difference.
> >
> > I am hopeful someone can post an example of what the code would look like
> > for such a scene.
> >
> > Thanks
> >
> > dan


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From: Steve
Subject: Re: rotation and orbit ?
Date: 28 Jan 2000 20:31:07
Message: <slrn88vi9v.6ga.sjlen@zero-pps.localdomain>
Like Ken says, you need help Bob.

There's a really narrow line that you can cross, one day it all 
seems logical and straight forward, it just makes life a little
bit easier and more bearable, and before you know it you just 
can't live without it, that hash sign and the word "declare" are
rearing their ugly heads everywhere you look. 

Next day you'll have to rewrite the grocery bill with
declare statements before you can tell whether it's correct or 
not, but hopefully you'll be saved before it gets that bad. 

All hope is not lost, you didn't declare all of the values
for the camera, so hang in there Bob. 

-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps

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