Semi-realistic ice caps on high obliquity world
Posted: 16.08.2012, 07:39
Ok. Right now, I don't know of a way to implement looping seasonal texture changes in Celestia, but having recently figured out a good technique for making ice caps (derived from Vliet's helpful tips found here), I'm thinking of making 12 texture sets for an alternate Earth that has a high obliquity, with everything else (EquatorAscendingNode, RotationPeriod, etc) being exactly the same.
Did you think I made the Obliquity exactly -90 when you read that?
No, I didn't. I like a fair bit of creativity.
The Obliquity value I use in Celestia is -79.91963239. Okay, maybe a bit too close to 80.
Anyways, I said 12 texture sets. That means one set for each of the 12 months in our year.
Of course, what I don't know is, which months would have their appropriate average ice cap latitude reach? However, I DO know that seasonal lag needs to be taken into account. I know that seasonal climates lags about a month behind their associated Equinoxes and Solstices. Would it still be a month's lag with my higher obliquity?
And yes, it's probably a bit of a stretch, but I'm keeping the Earth otherwise habitable by our current standards and occupied by our dear old humanity.
Did you think I made the Obliquity exactly -90 when you read that?
No, I didn't. I like a fair bit of creativity.
The Obliquity value I use in Celestia is -79.91963239. Okay, maybe a bit too close to 80.
Anyways, I said 12 texture sets. That means one set for each of the 12 months in our year.
Of course, what I don't know is, which months would have their appropriate average ice cap latitude reach? However, I DO know that seasonal lag needs to be taken into account. I know that seasonal climates lags about a month behind their associated Equinoxes and Solstices. Would it still be a month's lag with my higher obliquity?
And yes, it's probably a bit of a stretch, but I'm keeping the Earth otherwise habitable by our current standards and occupied by our dear old humanity.