ScriptedOrbit tutorial

All tutorials about Celestia go in here. For Celestia itself, add-ons, textures, scripting, etc.
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Fenerit M
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Re: ScriptedOrbit tutorial

Post #61by Fenerit » 28.10.2009, 11:00

Just my personal view about some potentiality of the particle system:

- jets;
- volcano/geysers plumes;
- galaxies;
- accretion disks;
- rings;
- cataclysmic effects;
- stars' flares/photospheres/chromospheres/brilliaments/spots;
- views of the objects as were observed in other wavelenghts (show/hidden with layers feature);
- clouds/clouds layers
- sea waves at low level(?)
- auroras;
- dust storms (Mars)
- rarefyied outer atmosphere layers of gas giants (for a full atmosphere immersion);
- thunderbolts (Venus?);
- cosmic rays simulation;
- dust toruses;
- engine exaust;
- lots of fictional/sci-fi objects/effects;
.
.
.

The ScriptedOrbit method could be involved in the motion of the object holding the particles emitter.
Never at rest.
Massimo

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Re: ScriptedOrbit tutorial

Post #62by chris » 28.10.2009, 15:03

In the interest of not hijacking this thread to discuss particle systems, I've started a new topic:

viewtopic.php?f=10&t=15379

--Chris

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Cham M
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Re: ScriptedOrbit tutorial

Post #63by Cham » 29.10.2009, 18:02

Using a variation of the code I made for the relativistic jets (see the previous page), I got an extremely realistic effect on a cool rocket. The fluid animation is simply amazing ! :mrgreen: :
tintin.jpg
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Re: ScriptedOrbit tutorial

Post #64by Cham » 31.10.2009, 17:27

I've found a way to simplify considerably the SSC files, and increase a bit the frame rate.

Here's another black hole with animated spurting jets. The fluidity effect is excellent. Too bad we don't have any Doppler shifting effect in Celestia.

Image

Since there isn't any feedback here, and since I have the impression to talk alone, I'm stopping to post any progress here. :|
I'll concentrate on another topic started by Chris, about the particles systems...
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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Re: ScriptedOrbit tutorial

Post #65by Fenerit » 31.10.2009, 23:26

Cham wrote:
.
.
.

Since there isn't any feedback here, and since I have the impression to talk alone, I'm stopping to post any progress here. :|
I'll concentrate on another topic started by Chris, about the particles systems...

Indeed... And then there was who had to be complained because starcrafts were statics... I suspect that even with the particles engine there will not feedbacks from sci-fi users. (to which my critics are stood :evil: ; scientific users will carry on with, of course [I hope] since an open source program is scientific in its fundations :twisted: ). I do not think sci-fi users have cognition that the ScriptedOrbit method could be used for laser beams, photonic torpedoes, for exploding crafts etc. and that the particles engine could realize suns as seen in Spiderman II etc. All sci-fi things that I had willingly limited by myself (and that I will limited) from making when I did approach Celestia, but that someone else, I believed, would have done. Alas, we will see later. :!:
Never at rest.
Massimo

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Re: ScriptedOrbit tutorial

Post #66by BobHegwood » 02.11.2009, 14:41

The only reason I haven't commented here was because you haven't offered any downloads
so that these magnificent effects could be tested...

As you should know by now, I absolutely love almost ALL of your add-ons and work here. :wink:

Thanks, Brain-Dead
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Re: ScriptedOrbit tutorial

Post #67by Cham » 02.11.2009, 15:13

BobHegwood wrote:The only reason I haven't commented here was because you haven't offered any downloads
so that these magnificent effects could be tested...

On the contrary. There are several downloads on the previous pages.
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Re: ScriptedOrbit tutorial

Post #68by BobHegwood » 02.11.2009, 15:18

Cham wrote:On the contrary. There are lots of downloads on the previous pages.

Oops...
Very sorry... :oops:
I hadn't realized that you had updated the links I suppose.
My fault.

I'll download them now and get back to you.
Many, many thanks for these superb items. :wink:
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Re: ScriptedOrbit tutorial

Post #69by Cham » 02.11.2009, 15:21

BobHegwood wrote:I hadn't realized that you had updated the links I suppose.

??? They were there since the messages have been written the first time. I didn't updated anything !
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Re: ScriptedOrbit tutorial

Post #70by BobHegwood » 02.11.2009, 15:29

Cham wrote:??? They were there since the messages have been written the first time. I didn't updated anything !

Again, my fault...
I thought that you were talking about the Black Holes you had already posted in
another topic... Sigh...

Now I see that the celx code is here.
Again, my fault. :roll:

Thanks very much for the code though. I'll get it now, and let you know what
happens when a Brain-Dead user has to use the celx properly. :wink:

Thanks again, Brain-Dead
Brain-Dead Geezer Bob is now using...
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Re: ScriptedOrbit tutorial

Post #71by Cham » 20.11.2009, 15:31

A study for something coming :wink:

Image
Image
Image
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Re: ScriptedOrbit tutorial

Post #72by ajtribick » 20.11.2009, 20:09

Cataclysmic variable?

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Re: ScriptedOrbit tutorial

Post #73by Cham » 21.11.2009, 03:36

More pictures of the project study :

Image

Image

Image

Image

The external (maximal) and internal (minimal) radii will be turned into random variables, so each sprite will follow a random curve and the whole pack of sprites will fill the space inside the shape shown above...
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Re: ScriptedOrbit tutorial

Post #74by Cham » 21.11.2009, 19:30

I think I've found the exact curves family that I need :

Image

Image

Image

Image

The translation to a CELX file should be easy now... :)
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Re: ScriptedOrbit tutorial

Post #75by Cham » 23.11.2009, 02:42

I made a first prototype from the previous mathematical model, placed around the QS Vir binary. Painfully slow in Celestia, with 400 blobs :cry:

Image

The "tube" color and proportions need to be adjusted, but I'm not sure I'll continue working with this, since it's too slow in Celestia and there isn't enough particles. I was expecting this problem, though. :x
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Re: ScriptedOrbit tutorial

Post #76by Hungry4info » 23.11.2009, 05:37

That's amazing!
What if you used less blobs, but made them larger and more diffuse?
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Re: ScriptedOrbit tutorial

Post #77by Chuft-Captain » 23.11.2009, 10:44

Looks good Cham,

Too bad about the performance.
However, maybe in a year or two you'll be able to resurrect this idea when hardware performance has improved.

CC
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Re: ScriptedOrbit tutorial

Post #78by ajtribick » 23.11.2009, 18:29

Regarding number of particles, QS Virginis is a "hibernating" cataclysmic variable - there shouldn't be too much mass transfer between the stars anyway.

At least not at the present epoch...

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Re: ScriptedOrbit tutorial

Post #79by Cham » 24.11.2009, 02:34

Just as a cool toy, here's a schematical model to play with :

Image

QS_Vir.zip
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Re: ScriptedOrbit tutorial

Post #80by Fenerit » 25.11.2009, 19:09

Cham, I wonder whether this work can be render with colored points only, apart the usual problem (distance's overbrightness); the framerate would be lesser affect, since this latter is matter of sprites, certainly not of ScriptedOrbit functions.
Never at rest.
Massimo


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