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The subject line says it all. Which is the best way to model the sun?
Ideally, I would like to be able to model the sun in the IR, visible, UV
and X-ray. Eventually, I would like to morph between these wavelengths
in an animation. Here is an example photo:
http://antwrp.gsfc.nasa.gov/apod/ap010419.html
I also noticed this orrery:
http://news.povray.org/povray.binaries.images/33847/
I checked the archives. Someone had previously asked for the source code
for the sun in the orrery but I couldn't find any follow up and do not
believe one was posted. (Unless I missed it.)
Any advice on the best approach? (For example, how would I do magnetic
field lines using media?)
Thanks in advance for all suggestions and warnings of what doesn't work
well.
Apollo16
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"Apollo16" <kki### [at] earthlinknet> wrote in message
news:3FD### [at] earthlinknet...
> The subject line says it all. Which is the best way to model the sun?
> Ideally, I would like to be able to model the sun in the IR, visible, UV
> and X-ray. Eventually, I would like to morph between these wavelengths
> in an animation. Here is an example photo:
>
> http://antwrp.gsfc.nasa.gov/apod/ap010419.html
>
All pov images output UV and X-rays - this is why you have to confirm "I am not
a pregnant woman" before installing...
Seriously though, pov cannot model a 'sun' - i.e. you can't construct an object
using atomic physics - all you can do is create something that looks like a sun.
So, ignoring the stuff about animating the scene, and also the stuff about
magnetic field lines for a later date....
Sun surface - well you could use media, but essentially the visible surface can
be rendered as a texture
Sun corona - for this you will want to use media.
Try playing around with something like this:
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
location <0.0, 0.0, -3.0>
look_at <0.0, 0.0, 0.0>
}
#declare SPig1_1 =
pigment{
granite scale 1/8
pigment_map{
[0.0 rgb<164/255,20/255,0/255>]
[0.3 rgb<150/255,10/255,0/255>]
[0.8 rgb<150/255,10/255,0/255>]
[1.0 rgb<164/255,20/255,0/255>]
}
}
#declare SPig1_2 =
pigment{
granite scale 1/8
pigment_map{
[0.0 rgb<194/255,50/255,0/255>]
[0.4 rgb<241/255,86/255,4/255>]
[0.7 rgb<255/255,155/255,37/255>]
[1.0 rgb<194/255,50/255,0/255>]
}
}
#declare SPig1_3 =
pigment{
granite scale 1/8
pigment_map{
[0.0 rgb<241/255,86/255,4/255>]
[0.5 rgb<255/255,155/255,37/255>]
[1.0 rgb<241/255,86/255,4/255>]
}
}
#declare SPig1 =
pigment{
granite scale 1
pigment_map{
[0.2 SPig1_1]
[0.5 SPig1_2]
[0.7 SPig1_3]
[0.8 rgb<255/255,244/255,230/255>]
}
}
#declare STex1 =
texture{
pigment{
SPig1
}
finish{ambient 1}
}
// sun surface object
sphere{
0, 1
texture{
STex1
}
}
#declare SInt1 =
interior{
media{
method 3
emission rgb<1.00,0.1,0.0>*5
density{spherical scale 1.25 turbulence 0.1}
density{agate scale 0.25 color_map{[0.8 rgb 0][0.9 rgb 1]}}
}
media{
method 3
emission rgb<1.00,0.1,0.0>*1
density{spherical scale 1.15 turbulence 0.0}
}
}
// corona object
sphere{
0,1.5
hollow
pigment{rgbf 1}
interior{SInt1}
}
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Sorry... I should have used the word render... I am not really modeling
the sun in the astrophysical sense of the word. (That was part of my
thesis and I am finished with that my friend... I am finished with it!)
What I am looking to do is "render" the sun so that I can use this as a
demo in my undergraduate courses.
Thus... what you have started me off with is great! Just what I wanted.
Your version needs a shave but... Now that you have given me a great
start, I should be able to whip a good example together in no time!
Thanks again!
Apollo16
P.S. When I render the sun, I'll be sure to wear a sunscreen with an spf
of 5000!
Tom Melly wrote:
>"Apollo16" <kki### [at] earthlinknet> wrote in message
>news:3FD### [at] earthlinknet...
>
>
>>The subject line says it all. Which is the best way to model the sun?
>>Ideally, I would like to be able to model the sun in the IR, visible, UV
>>and X-ray. Eventually, I would like to morph between these wavelengths
>>in an animation. Here is an example photo:
>>
>>http://antwrp.gsfc.nasa.gov/apod/ap010419.html
>>
>>
>>
>
>All pov images output UV and X-rays - this is why you have to confirm "I am not
>a pregnant woman" before installing...
>
>Seriously though, pov cannot model a 'sun' - i.e. you can't construct an object
>using atomic physics - all you can do is create something that looks like a sun.
>
>So, ignoring the stuff about animating the scene, and also the stuff about
>magnetic field lines for a later date....
>
>Sun surface - well you could use media, but essentially the visible surface can
>be rendered as a texture
>Sun corona - for this you will want to use media.
>
>
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"Apollo16" <kki### [at] earthlinknet> wrote in message
news:3FD### [at] earthlinknet...
> Thus... what you have started me off with is great! Just what I wanted.
No worries - repost a request when you're ready to animate it....
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I know this isn't specifically what he's asking, yet I thought I'd share my
little Sun1 Macro:
// a is angle across the sky.
#macro sun (a)
light_source
{
<0, 0, 1000>
color rgb <1, 1, 0.97>
parallel
area_light
<40, 0, 0> <0, 0, 40>
4, 4
adaptive 0
jitter
circular
orient
looks_like
{
union
{
sphere
{
<0, 0, 0>, 1
hollow
pigment { color rgbft <1, 1, 1, 1, 0> }
interior
{
media
{
emission 0.05
density
{
spherical
poly_wave
density_map
{
[ 0 rgbt <0, 0, 0, 0> ]
[ 30 rgbt <1, 1, 1, 0> ]
[ 60 rgbt <1, 1, 1, 0> ]
}
}
}
}
scale <200, 200, 200>
}
}
}
rotate -a*x
}
#end
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