Page 1 of 2

Enceladus plume: a ScriptedOrbit approach

Posted: 09.09.2009, 16:55
by Fenerit
Playing a bit with a Chris' ScriptedOrbit example, I've used it to render (yet another) Enceladus' geysers interpretation. Geysers' sites has been extract from an image of which I've lost the link. In that image, at Enceladus' south pole there was a grid, thus, with the aid of Celestia's planetographic grid, I've put the sites. Anyhow, for precise locations, once one does find it (me still finding again), there would be easy to change it.

Here there is a video:
http://marauder.webng.com/files/enceladus_geysers.avi 2.1 Mb, 640x480, Xvid

and here there is the add-on:
http://fenerit.webng.com/files/enceladus_geysers.zip 260 Kb, Celestia 1.6 only.

Note for Celestia's SciFi supporters: by changing some values, you can shot photons' torpedoes. :mrgreen:

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 13:46
by Fenerit
Previous add-on's link has been updated.

Changes:
- Fixed an error on third geyser site which prevented to be displayed;
- changed "diffuse" class in "surfacefeature" for geysers;
- add propriety "visible" false and "surfacefeature" class to the sites;
- Add credits to Chris Laurel for its animationlib.lua engine.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 14:10
by Cham
This addon doesn't work on my system with 1.6.0. :cry:

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 14:15
by Fenerit
Cham wrote:This addon doesn't work on my system with 1.6.0. :cry:

Martin, on my sistem it work perfectly and fastest. I do not have SVN versions, though; just the 1.6 official. Waiting for other response and feedbacks. :roll:

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 14:26
by DOJOMO
Its fine and smooth on my antiquated system with svn 4863 exe. It seems slightly brighter than the video.

Thanks David

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 14:41
by Fenerit
DOJOMO wrote:Its fine and smooth on my antiquated system with svn 4863 exe. It seems slightly brighter than the video.

Thanks David

You have reason: it's because the video has been made with a bit of ambient light, that reduce the "point emphatization" effect. You can edit the CMOD files (not the sites) for changing opacity. When you have accomplished this operation and they match with you needs, I suggest to convert the models in binary (Trilist option ONLY).

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 14:47
by Cham
I don't understand why it isn't working at all on my system. Is there any "script" or "Lua" ressources to be installed somewhere ?

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 15:13
by Fenerit
The only library on which is based is within the Zip. I've found it here:

http://www.shatters.net/forum/viewtopic.php?f=9&t=13428

Try whether also this "Eros" example doesn't work on your system. Otherwise my reflections brings me to consider:
- is the folder tree respected? A changing in the directory structure make the add-on disable;
- do you have the lua5.1 library? If you use LUATOOLS you must have;

There isn't point sprites, that were "critics" for Mac, so I think at some "bad linking" in SVN compilation.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 15:23
by Derek
I'm afraid I also cannot see the plumes on my system.

Nvidia 8600GS, Vista Home premium service pack 2
AMD quad core processor, 4Gb RAM, Celestia 1.6

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 15:24
by Ricardo
Mac user here. Nothing either...

(and have no idea what the eros stuff is...)

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 15:31
by Fenerit
Derek, Ricardo: please, try whether also this example doesn't work on your systems:

http://www.shatters.net/forum/viewtopic.php?f=9&t=13428
This is the original ScriptedOrbit file.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 15:40
by Derek
Hi Fenerit,

Found problem not your add-on I have another add-on enceladus_plume which confused things.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 16:11
by Ricardo
Fenerit wrote:Derek, Ricardo: please, try whether also this example doesn't work on your systems:

http://www.shatters.net/forum/viewtopic.php?f=9&t=13428
This is the original ScriptedOrbit file.

As said above, I have no idea of what do the scriptorbit example on eros. Going to eros do nothing special for me...

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 16:16
by Fenerit
Ricardo wrote:
Fenerit wrote:Derek, Ricardo: please, try whether also this example doesn't work on your systems:

http://www.shatters.net/forum/viewtopic.php?f=9&t=13428
This is the original ScriptedOrbit file.

As said above, I have no idea of what do the scriptorbit example on eros. Going to eros do nothing special for me...

Ricardo, this mean that this example doesn't work also, because you must seeing a "ball" that ping-pong around Eros. So, whether Derek seem to have resolved the problem, and since he run on Win, until now the questions arises on Mac. Here is matter for Chris.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 16:32
by Ricardo
Kind of bug then? I report in the bug forum then...

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 17:18
by chris
What may be happening is that the Mac version of Celestia isn't able to find the orbit scripts. That would certainly be a bug.

--Chris

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 10.09.2009, 18:31
by Fenerit
One thing happened also on my win system: I cannot change the name of scriptorbit.ssc. Whatever else filename doesn't work: It must be scriptorbit.ssc. I've read in change.log:

"- Added an "AddonPath" value that is available to a ScriptedOrbit or ScriptedRotation when it is created." but I'm still attempt to catch its meaning.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 16.09.2009, 16:41
by Fenerit
Previous link (first page) has been updated.

- Add animate (slowest motion) main plume/tail;
- Modified geysers' colors and opacity.

Plume/tail is a bit fainty, and doesn't affect too much the view when far away; it tend to be white, accounting for high Enceladus' albedo.

Image

In this screenshot the ambient light is set to 0.0.

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 17.09.2009, 21:34
by Fenerit
Being the plume made of two diversely jittered meshes and animate by "pumping" motions, if someone wish a more chaotic droplets' behaviour, could to add an UniformRotation after the ScriptedOrbit blocks.

Outer plume:
UniformRotation
{
Period 0.03
Inclination 0.0
}


Inner plume:
UniformRotation
{
Period -0.027
Inclination 0.0
}

Re: Enceladus plume: a ScriptedOrbit approach

Posted: 19.09.2009, 23:27
by volcanopele
Wow this add-on looks incredible!

Is there a way to simulate the phase function of Enceladus's plume with this method? Effectively, the jets and plume should be all but invisible at low phase angles (when the sun is behind the observer), and should appear brightest at very high phase angles, when the sun appears pretty much behind Enceladus.