ScriptedOrbit tutorial

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Re: ScriptedOrbit tutorial

Postby Fenerit » Wed Oct 28, 2009 4:00 am

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.
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Re: ScriptedOrbit tutorial

Postby chris » Wed Oct 28, 2009 8:03 am

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

viewtopic.php?f=10&t=15379

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Re: ScriptedOrbit tutorial

Postby Cham » Thu Oct 29, 2009 11:02 am

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

Postby Cham » Sat Oct 31, 2009 10:27 am

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...
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Re: ScriptedOrbit tutorial

Postby Fenerit » Sat Oct 31, 2009 4:26 pm

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. :!:
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Re: ScriptedOrbit tutorial

Postby BobHegwood » Mon Nov 02, 2009 7:41 am

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:

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Re: ScriptedOrbit tutorial

Postby Cham » Mon Nov 02, 2009 8:13 am

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

Postby BobHegwood » Mon Nov 02, 2009 8:18 am

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

Postby Cham » Mon Nov 02, 2009 8:21 am

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

Postby BobHegwood » Mon Nov 02, 2009 8:29 am

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
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Re: ScriptedOrbit tutorial

Postby Cham » Fri Nov 20, 2009 8:31 am

A study for something coming :wink:

Image
Image
Image
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Re: ScriptedOrbit tutorial

Postby ajtribick » Fri Nov 20, 2009 1:09 pm

Cataclysmic variable?
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Re: ScriptedOrbit tutorial

Postby Cham » Fri Nov 20, 2009 8:36 pm

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

Postby Cham » Sat Nov 21, 2009 12:30 pm

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

Postby Cham » Sun Nov 22, 2009 7:42 pm

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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