Planetside Software Forums

General => Terragen Animation => Topic started by: Hannes on January 05, 2023, 05:50:36 AM

Title: Planetary ring rotation
Post by: Hannes on January 05, 2023, 05:50:36 AM
Recently I read somewhere, that sections of planetary rings (in this case Saturn's rings) rotate at different speeds. Saturn takes about almost 11 hours for a complete rotation. The inner rings are roughly twice as fast, whereas the outer sections take up to 17 hours for a complete rotation. That sounded quite interesting to me as an inspiration for an animation in TG. There are far more things to consider, but I worked especially on the different speeds. This is obviously not Saturn, but some imaginary planet.
For the surface I found a nice planetary texture, which I upscaled with Topaz Gigapixel. I made a displacement map from that by making it a greyscale image and additionally handpainted the crater sections black to get a more precise map.
Of course my animation is way to fast, so take it as some sort of time lapse. In this case I rendered everything separately to compose it together later, which gave me more control. I rendered 200 frame animations, which I stretched to 400 frames afterwards.
The original clip is a 18MB file, so no chance to upload it here, and compressing made it look like crap. So I put it on Vimeo. Still a lot worse than the original, but OK.

https://vimeo.com/786534387
Title: Re: Planetary ring rotation
Post by: Dune on January 05, 2023, 07:11:45 AM
Sounds cool, but your video is 'not yet rated', so I'll wait a while.
Title: Re: Planetary ring rotation
Post by: Hannes on January 05, 2023, 07:38:26 AM
??? ??? ???
Do I have to do something?? I never had that before. I got an email from Vimeo, that my video is now online.
Title: Re: Planetary ring rotation
Post by: Hannes on January 05, 2023, 07:44:28 AM
OK, should work now. I had to rate it myself.
Title: Re: Planetary ring rotation
Post by: Dune on January 05, 2023, 10:19:35 AM
Yeah, works. It's indeed pretty cool. Never knew it is like that, with different speeds. Some stones pop, but overall it's another great achievement!
Title: Re: Planetary ring rotation
Post by: Hannes on January 05, 2023, 11:18:14 AM
Thanks a lot, Ulco! Yes, the popping stones issue is annoying. I wish, I could write a cache file and then animate the rotation of the pop, but this doesn't seem to work. Once written the population is not transformable.





This would be the moment for you, Ulco, to write, that it actually can be done. ;)  



Come on...
Title: Re: Planetary ring rotation
Post by: Dune on January 06, 2023, 03:28:20 AM
;D :-X
Title: Re: Planetary ring rotation
Post by: WAS on January 06, 2023, 12:50:48 PM
Quote from: Hannes on January 05, 2023, 11:18:14 AMThanks a lot, Ulco! Yes, the popping stones issue is annoying. I wish, I could write a cache file and then animate the rotation of the pop, but this doesn't seem to work. Once written the population is not transformable.





This would be the moment for you, Ulco, to write, that it actually can be done. ;) 



Come on...
Couldn't you do a per-frame cache and then increment the cache files?
Title: Re: Planetary ring rotation
Post by: Hannes on January 06, 2023, 03:10:49 PM
I'm not sure what you mean, Jordan. I can create a cache file, but how do I make a per frame cache? Or increment them?
Title: Re: Planetary ring rotation
Post by: Dune on January 07, 2023, 02:38:45 AM
You only see them from above, so maybe a fake stone+opacity mask would work better. But maybe rotating fake stones don't work as expected...

Or make a flat ring with that pop, have them colored by their height, render a topdown so you have a heightmap, and use that as displacement on a rotating plane/card with opacity. Just a vague idea
Title: Re: Planetary ring rotation
Post by: masonspappy on January 08, 2023, 03:51:38 AM
Just now seeing this - speaking as a space nerd, I like this a lot!