Rotating Storm .ssc question

Post requests, images, descriptions and reports about work in progress here.
Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Rotating Storm .ssc question

Post #1by eburacum45 » 23.03.2008, 16:24

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?
Last edited by eburacum45 on 23.03.2008, 22:57, edited 1 time in total.

Avatar
Chuft-Captain
Posts: 1779
Joined: 18.12.2005
With us: 19 years 2 months

Post #2by Chuft-Captain » 23.03.2008, 16:31

http://en.wikibooks.org/wiki/Celestia/R ... nce_Frames

Have a look at the TwoVector example
"Is a planetary surface the right place for an expanding technological civilization?"
-- Gerard K. O'Neill (1969)

CATALOG SYNTAX HIGHLIGHTING TOOLS LAGRANGE POINTS

Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Post #3by eburacum45 » 23.03.2008, 16:35

Incidentally, here is the sort of effect we are attempting- an image from the program about Aurelia
Image
the storm remains constantly at the subsolar point, according to the simulation: see here
http://en.wikipedia.org/wiki/Aurelia_%2 ... ons_tested

Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Post #4by eburacum45 » 23.03.2008, 16:38

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?

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 23 years
Location: Seattle, Washington, USA

Post #5by chris » 23.03.2008, 18:14

Here's an example of how to use a two-vector frame to orient the z-axis of the planet toward its Sun:

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

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #6by zhar2 » 23.03.2008, 18:24

Hi im felipe the one working with steve, the above code does not seem to work, instead there is no system at all.

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 23 years
Location: Seattle, Washington, USA

Post #7by chris » 23.03.2008, 18:28

zhar2 wrote:Hi im felipe the one working with steve, the above code does not seem to work, instead there is no system at all.


What version of Celestia are you using?

--Chris

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #8by zhar2 » 23.03.2008, 18:36

Version 1.5.0

it works now, just a minor mistake, now ill just fix the surface texture.

And make the storm move to other way.

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #9by zhar2 » 23.03.2008, 18:46

[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.

Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Post #10by eburacum45 » 23.03.2008, 22:50

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.

chris
Site Admin
Posts: 4211
Joined: 28.01.2002
With us: 23 years
Location: Seattle, Washington, USA

Post #11by chris » 23.03.2008, 22:53

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

Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Post #12by eburacum45 » 23.03.2008, 22:54

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
    }
}

Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Post #13by eburacum45 » 23.03.2008, 23:00

Thanks, by the way, to Chris and Chuft-Captain...

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #14by zhar2 » 23.03.2008, 23:12

Here it is finished, although i had to change the map projection so no code change had to be made and it lost a bit of resolution in the process.

Image

But ill try to test out steves code too, and thank you all very much.

Eb
Posts: 18
Joined: 07.09.2007
With us: 17 years 5 months

Post #15by Eb » 23.03.2008, 23:25

Im assuming that your using an "Optical illusion" to do the storm, correct?

By "Optical illusion" i mean Tipping the planet on its side and modding the texture to make it appear to have a normal axis.
Image

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #16by zhar2 » 23.03.2008, 23:27

Yes i suppose thats what we've done.

Topic author
eburacum45
Posts: 691
Joined: 13.11.2003
With us: 21 years 3 months

Post #17by eburacum45 » 24.03.2008, 00:12

Actually, since you have been able to adjust the orientation of the texture, your version is probably the best option. To increase the resolution I suppose we could try virtual textures- not something I've tried yet, but they might be useful in this case.

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #18by zhar2 » 24.03.2008, 00:17

That sounds interesting, specially as i inteded to make this one o my highest res textures but due to difficulties it was not.

Eb
Posts: 18
Joined: 07.09.2007
With us: 17 years 5 months

Post #19by Eb » 24.03.2008, 00:25

zhar2 wrote:Yes i suppose thats what we've done.


Do i detect a bit of sarcasm in that comment?

:P :lol:

Heh, If so, Forgive me, I tend to point out the obvious alot :P
Image

zhar2
Posts: 204
Joined: 22.03.2008
With us: 16 years 10 months

Post #20by zhar2 » 24.03.2008, 00:30

Oh no sarcasm at all, i just wasnt sure my self if what we did fitted into the way you described it.


Return to “Add-on development”