Triton's Haze

Post requests, images, descriptions and reports about work in progress here.
Avatar
Topic author
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 6 months
Location: Indiana, United States

Triton's Haze

Post #1by Hungry4info » 06.01.2007, 04:37

http://photojournal.jpl.nasa.gov/jpegMo ... modest.jpg inspired me to play around with the haze effects on Triton. I went to the SSC file, made the changes I wanted and while I was at it, altered Titian. Turned it's haze from black (why black? Beautiful colour, but I don't think it goes good here) to orange. I went into Celestia 1.5.0pre1 to check out the results of my alterations. First stop: Titan. Haze effects worked out great. Next stop: Triton. But nothing had changed. It had no reddish haze. Saturn's bluish haze is easily seen in Celestia. So I copied Saturn's top code and put it where Triton's was (after recording the original values, of course). I changed "Saturn" "Sol" to "Triton" "Sol/Neptune". Went into Celestia1.5.0pre1, and found Saturn orbiting Neptune... but it had no haze either. So I reset the values back to Triton's values. I don't believe haze effects are disabled after a certain distance from the star, because Neptune has noticable haze. Out of ideas, and no clue how to solve this problem, I decided to come here.

Here's my SSC:

Code: Select all

"Triton" "Sol/Neptune"
{
   Texture "Triton.*"
   Color [ 1.0 1.0 0.85 ]
   HazeColor [ 1.0 0.0 0.0 ]
   HazeDensity 0.25
   Radius 1353.4

   Atmosphere {
      Height 10
      Lower [ 0.5 0.5 0.5 ]
      Upper [ 0.5 0.5 0.5 ]
      Sky [ 0.2 0.2 0.2 ]
   }

   EllipticalOrbit
   {
   Epoch      2447763.5  # 1989 Aug 25 00:00UT (Voyager encounter)
   Period      5.8768541  #  mean
   SemiMajorAxis   354765.286 # at epoch
   Eccentricity   0.00002285 # at epoch
   Inclination   156.826240 # at epoch
   #AscendingNode   172.426656 # at epoch
   AscendingNode   147.899288 # at epoch
   ArgOfPericenter   293.092400 # at epoch
   MeanAnomaly   315.726316 # at epoch
   }

   RotationEpoch       2447763.5 # 1989 Aug 25 00:00UT (Voyager encounter)
   Obliquity      156.8 # at epoch
   EquatorAscendingNode   147.9 # at epoch
   RotationOffset       71.5 # at epoch

   Albedo         0.756
}
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
PlutonianEmpire M
Posts: 1374
Joined: 09.09.2004
Age: 40
With us: 20 years 6 months
Location: MinneSNOWta
Contact:

Post #2by PlutonianEmpire » 06.01.2007, 08:17

try increasing the haze density to 1.00. see if that helps.
Terraformed Pluto: Now with New Horizons maps! :D

Avatar
Topic author
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 6 months
Location: Indiana, United States

Post #3by Hungry4info » 06.01.2007, 18:46

No effect. I tried giving Charon some haze, no effect either (Speaking of the Pluto system, in Celestia 1.5.0pre1, the moons aren't on the orbits.

Is this like a bug in Celestia or something?[/i]
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 7 months
Location: NY, USA

Post #4by selden » 06.01.2007, 19:03

Hungry,

By default, Celestia draws line segments between 100 points when drawing an orbital path. It isn't a perfect ellipse. This number of points isn't good enough when you get close to small bodies. Unless they're very close to one of those 100 locations, they'll usually be many radii away from the drawn path. You can edit celestia.cfg to increase the number of points at the cost of Celestia running somewhat more slowly.
Selden

ajtribick
Developer
Posts: 1855
Joined: 11.08.2003
With us: 21 years 7 months

Post #5by ajtribick » 06.01.2007, 19:04

The objects not on orbits thing is an artifact of an orbit being drawn by multiple straight line segments. You can increase the number of segments per orbit (at the expense of speed) by editing celestia.cfg and increasing OrbitPathSamplePoints.

Oops crosspost with selden.

Avatar
Topic author
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 6 months
Location: Indiana, United States

Post #6by Hungry4info » 06.01.2007, 23:34

No, that's not quite what I mean. The moons don't follow the lines at all. The circles that represent the two smaller moon's orbits are at the same inclination as the Pluto-Charon pair's orbit. However the moons are orbiting around that barycenter at about 75 degrees of inclination.
I don't know how to post images on this forum, so I made a temporary page on a different site and posted them there:
http://www.freewebs.com/gothdef/temporary.htm

I'm not concerned about the Plutonian moon issue though. It's Trition's haze (or rather, lack of it) that's bothering me.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

ajtribick
Developer
Posts: 1855
Joined: 11.08.2003
With us: 21 years 7 months

Post #7by ajtribick » 07.01.2007, 01:31

Hungry4info wrote:I'm not concerned about the Plutonian moon issue though.
Nevertheless, that's a really weird bug... it looks like one part of the code is assuming a different reference frame to the others... you should probably report it in the Bugs forum!

Hungry4info wrote:It's Trition's haze (or rather, lack of it) that's bothering me.

Titan has an AtmosphereHeight of about 500. Triton has an AtmosphereHeight of 10. Try increasing it, that might work.

Avatar
Topic author
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 6 months
Location: Indiana, United States

Post #8by Hungry4info » 07.01.2007, 04:52

Turned my Triton into a Titan wannabe. No effect. Apparently atmospheric heights do little to affect anything.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
Topic author
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 6 months
Location: Indiana, United States

Post #9by Hungry4info » 02.02.2007, 23:28

Sorry to revive an ancient topic but I feel it's my duty to post the resolution to this problem, and bring it's implications to the attention of those who use this forum.

The haze issue can be resolved by switching to "normal" rather than "limit of knowledge" textures by pressing the + key. On LOK, haze is non-existant, which I believe is because no atmospheric parameters are stated in the LOK code within the .ssc file.

Thank you, to all of you, for trying to help.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics


Return to “Add-on development”