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Sensei
05-04-2014, 09:43 PM
Hello!

I would like to inform that SolarSystem v1.0 has been released!

TrueArt's Solar System is plugin to generate fully rigged Solar System.
Planets move around Sun in elliptical orbits (fully key-framed).
It does support things like perihelion, aphelion, orbital inclination, orbital period of planet, radius of object.

You can read more and see video here:
http://solarsystem.trueart.eu

http://www2.trueart.pl/Products/Plug-Ins/SolarSystem/Graphics/SolarSystem_Panel_1.png

SolarSystem plugin together with UniverseSimulator generated Sun, planets and Milky Way stars (imported from database of stars).
http://www2.trueart.pl/Products/Plug-Ins/SolarSystem/Graphics/Full/SolarSystem_1.png

http://forums.newtek.com/attachment.php?attachmentid=121710&d=1399004445

A few more screen-shots and renders are in Star travel thread:
http://forums.newtek.com/showthread.php?134508-Star-travel&p=1380807&viewfull=1#post1380807

Markc
05-05-2014, 03:27 AM
No Mac version? :grumpy:

Dodgy
05-05-2014, 03:32 AM
Cool stuff Sensei!

Hail
05-05-2014, 04:36 AM
Very nice..:)

prometheus
05-05-2014, 07:30 AM
yes..this is nice and cool..

Will probably not need it though, could just set it up manually..and if I am not in need of exact astronomical motion and just only doing visual animations...but who knows...
would be great if all planets also had itīs moon, with corresponding correct astronomical facts....a lot of work though to incorporate those I guess.

For just fun stuff I kling on o the free version of universe sandbox, and might actually take a look at the commercial version, though it is absolutly awesome as an astronomical fun/educational tool...one would like to get the simulations out of there and in to some animation package, and not only planet sims but also other astronomic events such as galaxy simulated stuff.

Michael

zapper1998
05-05-2014, 10:17 AM
64 bit????

Mike

Sensei
05-05-2014, 10:18 AM
64 bit????

Yes, of course.

JohnMarchant
05-05-2014, 12:07 PM
Does not say it on the ordering page, just Win32

Are there any of the moons of these planets.

BeeVee
05-05-2014, 01:29 PM
The moons will get difficult once you get to Jupiter and Saturn that have 129 known satellites between them right now... :D

B

JohnMarchant
05-05-2014, 03:49 PM
Yes its allot Ben but most of the orbits are fairly well known now. Its should not be to hard to have orbits about something on another orbit.

prometheus
05-05-2014, 08:38 PM
The moons will get difficult once you get to Jupiter and Saturn that have 129 known satellites between them right now... :D

B

itīs just a matter of time, and doing one moon per half hour or so wonīt be that long to finally finish I guess:)

And I think I have found my place in the universe, check the moon in the middle(yes itīs me :) ), that moon is also next to the moon pandora, which in the fiction avatar is on a completly different solarsystem at alpha centauri.
PS...screenshots are from the universe sandbox not the release of solar system v.1.0...donīt wanīt to confuse anyone here.

http://forums.newtek.com/attachment.php?attachmentid=121770&d=1399343739 http://forums.newtek.com/attachment.php?attachmentid=121769&d=1399343714
121770 121769

Michael

prometheus
05-05-2014, 09:52 PM
I donīt see any planetery axis rotation, Im not sure what that actually is called to be astronomically correct? (Equatorial rotation velocity
?)
It would look much cooler if they had those too:)
I would also fancy a way of displaying and rendering orbital path, can someone make renderable paths please...and as smooth as possible.

Michael

BeeVee
05-06-2014, 02:48 AM
Yes its allot Ben but most of the orbits are fairly well known now. Its should not be to hard to have orbits about something on another orbit.

That's not a problem at all, but don't forget that you need at least one null per moon so it will be a very crowded Scene Editor is all. I always do the inner solar system as an exercise with my students when they first start studying Layout to get them used to parenting and hierarchies in general. If you then take precession and axial tilt into consideration, it becomes still more crowded.

B
PS. If you still have Pluto in there Sensei, will you include Ceres and Haumea, two other dwarf planets in the solar system?

JohnMarchant
05-06-2014, 03:22 AM
Agreed Ben allot more crowded in the scene editing but its only nulls and spheres.

Sensei
05-06-2014, 10:00 AM
It would look much cooler if they had those too:)

1 frame of anim is 1 Earth's day.
So even if they would rotate, you wouldn't see difference.
Or it would be so fast (planet's day < 24h) that it could look like rotation in opposite direction.. ;)

chikega
05-06-2014, 11:26 AM
:thumbsup:Very nice!

prometheus
05-06-2014, 12:13 PM
1 frame of anim is 1 Earth's day.
So even if they would rotate, you wouldn't see difference.
Or it would be so fast (planet's day < 24h) that it could look like rotation in opposite direction.. ;)



Yeah..uhm, that is a a problem, I noticed that in universe sandbox, but In universe sandbox I can of course reduce the speed to something like 3.6 minutes and the earth rotation becomes
acceptable to look at.

maybe an override mode just for showcase and not actually accurate in speed, but to showcase rotation angle or something, maybe it also would need an axis so you can see the wobbling angle.

Just some suggestions..not sure if it will be of use for anyone, the orbital trail paths I might think could be of more use though.

Michael

Sensei
05-06-2014, 08:19 PM
Just some suggestions..not sure if it will be of use for anyone, the orbital trail paths I might think could be of more use though.

In early versions when I just had rigger, without generation of planets, I simply used LW particles emitter attached to planet's null.

prometheus
05-07-2014, 01:55 PM
In early versions when I just had rigger, without generation of planets, I simply used LW particles emitter attached to planet's null.

Yes...that is of course a way to do it, Im quite familiar with particle trails and especially fine one for paths etc, but depending on the scene.. it also affects scene memory handling in the amount of particles needed, might be doable..always at a cost though.

sort of like this...but this was for something completly different.

http://www.youtube.com/watch?v=b5dNjxmLI8E

Maybe another way would be to use dpont marker pen on some geometry which by default is transparent and put that in the transparent channel and color and reveal the path as it runs along the hidden geometry path.

Michael

Sensei
05-08-2014, 12:02 PM
Thousand days of Solar System animation.
Open in Full HD, otherwise stars will be too much blended by YouTube.
https://www.youtube.com/watch?v=knfKEGP8rcw

Sensei
05-17-2014, 04:03 PM
This video is showing how to set up Universe Simulator plugin after setting up the main Solar System plugin.

https://www.youtube.com/watch?v=beRYp07iAiE

This step fills background with stars with locations and parameters read from database of stars.

Apparent Magnitude is quite like reverse of brightness of star.
The smaller value, the brighter.
It should be plugged to Gradient with white color at 0, and black color at 6 or more (invisible stars).

Stars with Apparent Magnitude <6 are visible by human eye in cloudless night.
The higher value we will chose, the more distant, less bright stars will be visible.
In animation I chose threshold 12.

spherical
05-17-2014, 05:07 PM
Are 1st mag star colors already set or can they be specified? IOW, Rigel, Spica, Sirius and Vega are blue, Canopus and Procyon are blue-white, Capella is yellow, Arcturus and Aldebaran are orange, Betelgeuse and Antares are red.

When painting stars with acrylic, I find that having a subtle range of colors, even in 2nd-6th mag stars, adds more of a feeling of realism. Even though in real life our eyes may not discern the colors well, due to dark adaptation, presenting this tiny amount of color fluctuation in reproductions makes a big difference.

Where do Star Class, Conventional Color and Apparent Color come into play? Can this be combined with Dave Jerrard's Star Colors Jovian library somehow?

Sensei
05-25-2014, 05:15 AM
Check out post #17 in http://forums.newtek.com/showthread.php?134508-Star-travel/page2
There was showed how to color stars.
You can get Star Class using Universe Simulator Node.
Then plug it to Gradient,
and color accordingly to this website:
http://en.wikipedia.org/wiki/Stellar_classification

This is what does Conventional Color output in node.

But you can adjust it in your own custom Gradient.

Do you see Betelgeuse on that render in the center? It's red. As it should.

spherical
05-26-2014, 05:27 PM
Cool. Somehow I missed the pointer to that earlier thread entirely. Up to now, I've been creating my own starfields; much the same as I did when working in acrylic. There's an art to it. Learned it when working at a planetarium. It's a specific type of random that is very difficult to achieve and requires a lot of practice and a tutor that is both discerning and relentless. Trying to accomplish the same quality using digital means proved to be far more difficult and, to make a relevant pun, a magnitude more tedious.

Sensei
05-26-2014, 05:33 PM
It's a specific type of random that is very difficult to achieve and requires a lot of practice and a tutor that is both discerning and relentless.

Mine stars are read from database of stars in Milky Way (not all of course, that's 400 billion stars, it wouldn't load to any computer memory (at minimum 7 TB of memory needed)).

Sensei
06-22-2014, 12:05 PM
I added two new options to control quality of mesh.

Sensei
10-14-2014, 12:20 PM
I have compiled it to Macintosh OS X.