Boux wrote:Rings in Celestia have currently no thickness, so edge-on view does not render anything that makes sense.
That's easily solved - just give the rings a thickness
The dim glow onto the atmosphere ... that's another story.
Maybe an addon with:
- a very thin (really thin) cylindrical mesh wrapping the outer ringss with an emissive texture mapped on its outer side
- a mico-star locked on the dark side to bring some light there
I am not even sure that a secondary light source would work.
Nope. In the first case, the ringshine would be variable, depending on the tilt of the rings relative to the star, so your mesh would have to be changing too. In the second case, the dark side would be entirely (dimly) illuminated, not just in a band.
It needs to be something that can respond to the illumination angle. And it's interesting to note that there's light from the rings visible
above the unilluminated side of the rings, implying that there is some scattering taking place through the rings (though most of the illumination is in the bottom half of the planet, where the rings are facing the sun and reflecting light directly onto the planet).
buggs_moran wrote:I thought planetshine was albeido...
Nope. Albedo is just a measure of the reflectivity of the planet - an albedo of 1.0 is a perfect reflector, 0.0 is a perfect absorber (blackbody). Planetshine (like the earthshine that you see when you look at a crescent moon) is when light reflects off a planet to illuminate the darkside of a nearby body. Ringshine is when light reflects off rings to illuminate the darkside.