Rotating Storm .ssc question
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Topic authoreburacum45
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Rotating Storm .ssc question
One of the Orion's Arm contributors, Felipe Brando, and myself are trying to make a rotating storm texture, specifically for a tidally locked Earth-like planet similar to the world Aurelia shown on National Geographic (though the idea would work for any rotating storm).
I tried placing the storm on a cloudlayer associated with a slightly smaller planet inside the main planet; this acheived the effect of a cloud layer which rotates around a different axis. But I want that axis to always point at the local star, if possible.
Is there a way of fixing the rotation of the inner planet so that it's axis of rotation always points towards the local star? I have tried using the PrecessingOrbit declarations, but I can't make them work at all- the planet just becomes invisible.
Can anyone give us an idea how to use the Precessing Orbit declarations (or any other instructions) to make an object which rotates along an axis pointing toward the local star?
Alternately, I believe there is a simple way of locating an object on or above a planet using LongLat declarations; using this it should be possible to locate a rotating storm at any location in a planet's atmosphere. Any ideas, please?
I tried placing the storm on a cloudlayer associated with a slightly smaller planet inside the main planet; this acheived the effect of a cloud layer which rotates around a different axis. But I want that axis to always point at the local star, if possible.
Is there a way of fixing the rotation of the inner planet so that it's axis of rotation always points towards the local star? I have tried using the PrecessingOrbit declarations, but I can't make them work at all- the planet just becomes invisible.
Can anyone give us an idea how to use the Precessing Orbit declarations (or any other instructions) to make an object which rotates along an axis pointing toward the local star?
Alternately, I believe there is a simple way of locating an object on or above a planet using LongLat declarations; using this it should be possible to locate a rotating storm at any location in a planet's atmosphere. Any ideas, please?
Last edited by eburacum45 on 23.03.2008, 22:57, edited 1 time in total.
- Chuft-Captain
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Topic authoreburacum45
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Incidentally, here is the sort of effect we are attempting- an image from the program about Aurelia
the storm remains constantly at the subsolar point, according to the simulation: see here
http://en.wikipedia.org/wiki/Aurelia_%2 ... ons_tested
![Image](http://www.alleynsjunior.com/gifs/scienc1.jpg)
the storm remains constantly at the subsolar point, according to the simulation: see here
http://en.wikipedia.org/wiki/Aurelia_%2 ... ons_tested
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Topic authoreburacum45
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Chuft-Captain wrote:http://en.wikibooks.org/wiki/Celestia/Reference_Frames#Reference_Frames
Have a look at the TwoVector example
Thanks.
Here is the section of the Wiki book in question;
--------
TwoVector
{
Center <object name>
Primary <axis>
Secondary <axis>
}
----------
How would I fill in the blanks, and where in the .ssc would I place this data?
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Here's an example of how to use a two-vector frame to orient the z-axis of the planet toward its Sun:
The planet has a fixed orientation within it's reference frame; the frame itself is responsible for the change in orientation with respect to the stars. This misrepresents the dynamics of the system, but it does give the visual effect that you want.
The BodyFrame is set with Modify because it references the body it applies to. This is not permitted in 1.5.0, but 1.6.0 does allow it. Thus, in the future the BodyFrame can go in the main object definition.
--Chris
Code: Select all
"Aurelia" "Ross 154"
{
Color [ 0.3 0.5 1.0 ]
Texture "blueplanet.*"
Radius 6000
Atmosphere {
Height 60
CloudHeight 7
CloudSpeed 65
CloudMap "earth-clouds.*"
Mie 0.001
MieAsymmetry -0.25
Rayleigh [ 0.001 0.0025 0.006 ]
MieScaleHeight 12
}
EllipticalOrbit {
Period 0.5
SemiMajorAxis 0.25
Eccentricity 0
Inclination 0
AscendingNode 80
LongOfPericenter 24
MeanLongitude 340
}
FixedRotation { }
}
Modify "Aurelia" "Ross 154"
{
BodyFrame
{
TwoVector
{
Center "Ross 154/Aurelia"
Primary {
Axis "z"
RelativePosition { Target "Ross 154" }
}
Secondary {
Axis "x"
RelativeVelocity { Target "Ross 154" }
}
}
}
}
The planet has a fixed orientation within it's reference frame; the frame itself is responsible for the change in orientation with respect to the stars. This misrepresents the dynamics of the system, but it does give the visual effect that you want.
The BodyFrame is set with Modify because it references the body it applies to. This is not permitted in 1.5.0, but 1.6.0 does allow it. Thus, in the future the BodyFrame can go in the main object definition.
--Chris
[img=http://img231.imageshack.us/img231/8211/hghgky2.th.jpg]
Here is the problem now, the north pole of the atmosphere is towards the star, but so its the planets.
How con i resolve this.
Here is the problem now, the north pole of the atmosphere is towards the star, but so its the planets.
How con i resolve this.
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Topic authoreburacum45
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That is the easy part; simply create another slightly bigger planet outside the original planet (but underneath the clouds), with the same orbital characteristics. This planet wants to be tidally locked in the normal way (also easy to acheive; simply give the second, outer planet no rotation).
Give the second planet a radius 100 km more than the first planet (and raise the clouds to 110km or so.)
This arrangement should work fine, as long as eclipse shadows and cloud shadows are switched off. If you switch these on, the planet goes dark as if it were eclipsing itself.
Give the second planet a radius 100 km more than the first planet (and raise the clouds to 110km or so.)
This arrangement should work fine, as long as eclipse shadows and cloud shadows are switched off. If you switch these on, the planet goes dark as if it were eclipsing itself.
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zhar2 wrote:[img=http://img231.imageshack.us/img231/8211/hghgky2.th.jpg]
Here is the problem now, the north pole of the atmosphere is towards the star, but so its the planets.
How con i resolve this.
You need to make a new texture for the planet. There's no way in Celestia to make the rotation axis for the cloud layer different than the planet's rotation axis. The other alternative is the once mentioned by eburacum: make a separate planet for the cloud layer. This suffers from the problems mentioned in his post. Modifying the texture is the more desirable (albeit more labor intensive) approach.
--Chris
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Topic authoreburacum45
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I think this should work (although I can't test it, as I'm not on my Celestia computer)
Code: Select all
"Aurelia (inner)" "Ross 154"
{
Color [ 0.3 0.5 1.0 ]
Texture "blueplanet.*"
Radius 6000
Atmosphere {
Height 160
CloudHeight 110
CloudSpeed 65
CloudMap "earth-clouds.*"
Mie 0.001
MieAsymmetry -0.25
Rayleigh [ 0.001 0.0025 0.006 ]
MieScaleHeight 112
}
EllipticalOrbit {
Period 0.5
SemiMajorAxis 0.25
Eccentricity 0
Inclination 0
AscendingNode 80
LongOfPericenter 24
MeanLongitude 340
}
FixedRotation { }
}
Modify "Aurelia (inner)" "Ross 154"
{
BodyFrame
{
TwoVector
{
Center "Ross 154/Aurelia"
Primary {
Axis "z"
RelativePosition { Target "Ross 154" }
}
Secondary {
Axis "x"
RelativeVelocity { Target "Ross 154" }
}
}
}
}
"Aurelia (outer)" "Ross 154"
{
Color [ 0.3 0.5 1.0 ]
Texture "blueplanet.*"
Radius 6100
EllipticalOrbit {
Period 0.5
SemiMajorAxis 0.25
Eccentricity 0
Inclination 0
AscendingNode 80
LongOfPericenter 24
MeanLongitude 340
}
}
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Topic authoreburacum45
- Posts: 691
- Joined: 13.11.2003
- With us: 21 years 3 months
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Topic authoreburacum45
- Posts: 691
- Joined: 13.11.2003
- With us: 21 years 3 months