Simulate mouvements of clouds.

General discussion about Celestia that doesn't fit into other forums.
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DavidR
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Simulate mouvements of clouds.

Post #1by DavidR » 08.07.2004, 19:17

Hello,

Any know if is possible to change a texture in real time ?

If is possible, we can for example simulate the mouvement of clouds changing the same texture ? lot of times.

I imagine that this feature need ? lot of textures and memory to do it, but the effect can be done very realistic.

what do you think ?
David Rodriguez

Slalomsk8er
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Post #2by Slalomsk8er » 30.07.2004, 16:43

I am searching for this feature too!

Maybe it is possible to do it with lua scripts?!

I will lock in to it the next week.
But I think it has to be hardcoded in c++ else it will be too slow :cry:

gr?sse aus Basel

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selden
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Post #3by selden » 30.07.2004, 16:52

New textures can't be loaded in realtime, but you can load a lot of textures when Celestia starts and have Celestia switch among them at runtime.

This can be done as a single sequence using the Beginning and Ending SSC directives.

It probably can be done in a loop using Lua.
Selden

maxim
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Post #4by maxim » 30.07.2004, 17:58

You can't exchange cloud layers in the current version of celestia. Unfortunately :(
You would have to use alternate textures - and this would stitch your clouds directly onto the surface.

maxim

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selden
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Post #5by selden » 30.07.2004, 19:21

Maxim,

You do it by defining additional objects.

For example, you can define many new Earths, one for each of the new cloud layers, and each with a Beginning and Ending time, maybe a second apart.
Selden

maxim
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Post #6by maxim » 30.07.2004, 20:03

Ok, THAT would work. I little bit oversized, but it would work. :D
But it still will have to end one day - unlike a texture replacement by script that could repeat infinitely.

And there is (until now) no way to loop begin/endings, because you can't define multiple timeslots for one object - a case for a feature request.

maxim :)

eburacum

Post #7by eburacum » 05.08.2004, 03:47

er...
sorry to be dense;
What are the commands for Beginning and Ending?

maxim
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Post #8by maxim » 05.08.2004, 08:43

Here is an example from Frank Gregorios Mars Terraforming addon that shows the use of these commands:

Code: Select all

"Mars" "Sol"  # a terraformed Mars taking place between the years 2500 and 3000 

{
   Beginning    "2501 01 01 0:01:00"
   Ending    "2520 12 31 00:00:00"
   Texture "01TFMars.jpg"
   BumpMap "TFMarsbump2k.jpg"
   BumpHeight 4.0  # my value
   NightTexture "TFMars-night1.png"
   Color   [ 0.9 0.75 0.70 ]
   HazeColor [ 1.0 0.90 0.85 ]
   HazeDensity 0.1  # toned down 1/03
   Radius 3420 #bigger than Mars to overlay it

   Atmosphere {
      Height 30
      Lower [ 1.0 0.85 0.71 ]
      Sky    [ 1.0 0.80 0.73 ]
      Upper [ 0.94 0.70 0.65 ]
      CloudHeight 10
        CloudSpeed 20
        # CloudMap
   }

   CustomOrbit "vsop87-mars"
   
   RotationPeriod       24.622962
   Obliquity         26.72
   EquatorAscendingNode    82.91
   RotationOffset       136.005
   Albedo            0.150
}

maxim

Eburacum

Post #9by Eburacum » 06.08.2004, 09:37

Thank you; when I gert round to the Orion's Arm Sol System I can try terraforming Mars and worldhousing the Moon over time....

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Post #10by Slalomsk8er » 07.08.2004, 00:02

So the setsurface(string:name) is no option :cry:

feature request :
    for the object class
    a method to get all used textures for this object (as list/array)
    a method to set the textures (like setrenderflags but with strings not booleans)

    Some VT tools:

    a method to preload tiles
    a method to set tiles (make a highres terraform of the Valles Marineris)

    for the observer class
    a method to get the levels of the VTs
    a methode to get the names of the VT-tiles visible for every VT (in a list/array)
    a method to set the levels of the VTs independently of other VTs and the distance


    in short I would like to animate Textures and VTs

    next would be the animation of planet geometry (deep impact addon with big crater, the big waves and atmosphereical changes)

    a container object like the invisible but better (dubble suns easy and following of objects wich are realy more then one over time will work)


I know I want always all but I can do near to nil for the integration of the features. :cry:

PS: how hard would it be for a the programming gods round here to integrate Python in to Celestia?
It would be cool just have to learn one language for Celestia and Blender (realtime Space rendering and general 3D what else I nead :twisted:
A way to generate Systems in Blender and export as Celestia addon AND a way to export all objects from a celestia view with textures plus Paths and a background image (set a variable for the distance to switch star x is a object or is on the Image) as Blenderfiles)
for Blender it is possible to write a Python addon witch makes celestia addons (needs Blender, Python and a Python guru or me and a ~year (I now write Python tools for VT making out of orthophotos LINK).
I hope to be soon able to use OOP ways in my Python scriptings so I can reuse things like the VT tools in a Blender Plugin) but for Celestia to export views as Blenderfiles some heavy coding (c++?) would be needed.
What things like this good for? IMHO Celestia would then be the ultimo realtime 3D Space scene "filmingset" with Blender as pre and postproduction tool = The Opensource Spaceproductionrenderpipeline.

Let us join (Celestia + Python) and Blender!!!

I think I am in love with the universe :wink:


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