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From: Bob Hughes
Subject: solar system orrery two
Date: 26 Jan 2009 22:39:15
Message: <497e81e3@news.povray.org>
Fixes, minor changes. The first orrery was hurriedly posted and had 
problems.

This one should show a single planet or all planets, depending on your 
choices, the way it was intended. I'm still only guessing at how to go about 
that but this one seems to work as expected.
Being one long scene file, I know it probably could use breaking into 
separate include files. Do whatever you want with it.

Still lacking true orbital elements (orientation of inclinations/tilts), 
especially regarding time.

This zip has two more images, you will need the others from the previously 
posted "ver1" (my message reply to that).


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From: alphaQuad
Subject: Re: solar system orrery two
Date: 26 Jan 2009 23:35:01
Message: <web.497e8dba7180afa55e6ec0f00@news.povray.org>
"Bob Hughes" <omniverse charter net> wrote:
> Fixes, minor changes. The first orrery was hurriedly posted and had
> problems.
>
> This one should show a single planet or all planets, depending on your
> choices, the way it was intended. I'm still only guessing at how to go about
> that but this one seems to work as expected.
> Being one long scene file, I know it probably could use breaking into
> separate include files. Do whatever you want with it.
>
> Still lacking true orbital elements (orientation of inclinations/tilts),
> especially regarding time.
>
> This zip has two more images, you will need the others from the previously
> posted "ver1" (my message reply to that).

Been there done that. no need, this from the guy that can render fishbowl in a
half day ..

if you need elements in POV
http://home.earthlink.net/~openuniverse/
code and map links at the bottom

There is really little satellite accuracy verification short of a telescope.
No one will be able to dispute sat-position.

Lunar accuracy within minutes and with Julian input you can find eclipses such
as:
#declare JulianDate = 2454517.58542; //lunar eclipse

mapped or media atmo, etc etc


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From: alphaQuad
Subject: Re: solar system orrery two
Date: 26 Jan 2009 23:40:01
Message: <web.497e8fae7180afa55e6ec0f00@news.povray.org>
lots to look at around here


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From: alphaQuad
Subject: Re: solar system orrery two
Date: 26 Jan 2009 23:55:00
Message: <web.497e92fb7180afa55e6ec0f00@news.povray.org>
using a matrix transformation on text u can avoid FOV curvature


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From: alphaQuad
Subject: Re: solar system orrery two
Date: 27 Jan 2009 01:25:01
Message: <web.497ea7817180afa512e19f830@news.povray.org>
I made notes while building the fleet
<web.485747fce7b65d90d361a0c10@news.povray.org>
only hoping the link might be good for a while; currently no access to
startlogic

Someone should make a place for about 30 (1meg ea) Blender models that wont go
away like every other model site.


http://news.povray.org/povray.binaries.images/attachment/%3Cweb.485747fce7b65d90d361a0c10%40news.povray.org%3E/fleet05.
png


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From: Bob Hughes
Subject: Re: solar system orrery two
Date: 27 Jan 2009 08:15:31
Message: <497f08f3$1@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote in message 
news:web.497e8dba7180afa55e6ec0f00@news.povray.org...
>
> if you need elements in POV
> http://home.earthlink.net/~openuniverse/
> code and map links at the bottom


I have the numbers for ascending node and arg. of perihelion, but just 
wasn't sure about using them for a real time simulation.

I remember seeing this being worked on long ago, very impressive. I didn't 
have MegaPOV on this computer but now have looked at this after a couple 
image map changes. Not sure where to tell it to see certain places yet but 
maybe it will start to make more sense to me the more I go through it.

My goal was simplicity along with the unreal scaling to see everything at 
once, of course it didn't stay as simple as I wanted and I'm easily confused 
anyhow. ;^)

Bob


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From: clipka
Subject: Re: solar system orrery two
Date: 27 Jan 2009 08:40:01
Message: <web.497f0dff7180afa54095f7b70@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> lots to look at around here

The bg needs a bit of work, no?


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From: alphaQuad
Subject: Re: solar system orrery two
Date: 27 Jan 2009 11:45:01
Message: <web.497f394a7180afa5ff21371b0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote:
> > lots to look at around here
>
> The bg needs a bit of work, no?

Absolutely. By all means. Show us, even.

It is probably evident that it is a photograph of the Milky Way needing cosmic
resolution; just the photos I could find with color differences and flaws, but
about 90% of it in one image.


know what to do. Will take me more than a year to memorize enough method to be
really free. Then there's that mem-fade issue argh.

So what Ideas you got?
Draw the Milky Way with pov script?
Make a giant image file?
What tools?

Tag, you're it.


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From: clipka
Subject: Re: solar system orrery two
Date: 27 Jan 2009 13:00:00
Message: <web.497f4aed7180afa5971e62b30@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> It is probably evident that it is a photograph of the Milky Way needing cosmic
> resolution; just the photos I could find with color differences and flaws, but
> about 90% of it in one image.

It's not only the low resolution - it's also the bad stitching-together. Hiding
the seams from us would improve the look by some light-years, so to speak.

> So what Ideas you got?
> Draw the Milky Way with pov script?
> Make a giant image file?
> What tools?

Shoot from a different angle so you the seams are not in view.
Blend the sams more smoothly.
Use your imagination.

I can't believe there's no high-res 360 degree imagery of the sky already
waiting on NASA's servers to be picked up. And if it's *too* high-res, there's
always the possibility to scale it down a bit, crop it to the portions that
will be visible in your shots, or whatever.


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From: alphaQuad
Subject: Re: solar system orrery two
Date: 27 Jan 2009 13:15:00
Message: <web.497f4e6e7180afa5ff21371b0@news.povray.org>
"Bob Hughes" <omniverse charter net> wrote:
> "alphaQuad" <alp### [at] earthlinknet> wrote in message
> news:web.497e8dba7180afa55e6ec0f00@news.povray.org...
> >
> > if you need elements in POV
> > http://home.earthlink.net/~openuniverse/
> > code and map links at the bottom
>
>
> I have the numbers for ascending node and arg. of perihelion, but just
> wasn't sure about using them for a real time simulation.
>
> I remember seeing this being worked on long ago, very impressive. I didn't
> have MegaPOV on this computer but now have looked at this after a couple
> image map changes. Not sure where to tell it to see certain places yet but
> maybe it will start to make more sense to me the more I go through it.
>
> My goal was simplicity along with the unreal scaling to see everything at
> once, of course it didn't stay as simple as I wanted and I'm easily confused
> anyhow. ;^)
>
> Bob



I thought it too easy to bother with making another version, anyone should be
able to convert to 3.6 in about ten minutes. You have to input Julian manually
and replace glows.

In planets.inc replace
//#include "megatime.inc" // declare JulianDate, ctime, Time, Date

with functions from that page you need to:
  #declare JulianDate = 2454679.92648; // solar eclip
  #declare ctime = j2ctime(JulianDate);
  j2datetime(JulianDate)




Replace glows with something like:
laser(A,B,rad,C)




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