File:Algol type variable binary star animation 7.gif

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Algol_type_variable_binary_star_animation_7.gif(800 × 600 pixels, file size: 4.87 MB, MIME type: image/gif, looped, 89 frames, 8.9 s)

Captions

Captions

Algol type variable binary star

Summary[edit]

Description
English: Algol type variable binary star simplified animation.
Date
Source Own work
Author Merikanto

Created with POV-Ray and ImageMagick

Windows 11 ImageMagick to create animation from output png:s You maybe must install ImageMagick and possible set up its path.

magick convert -delay 10 -loop 0 *.png animation_1.gif

POV-Ray 3.8 .ini code

POV-Ray animation ini file

Antialias=Off Antialias_Threshold=0.1 Antialias_Depth=2 Quality=11

Input_File_Name="auriga7.pov"

Initial_Frame=1 Final_Frame=89 Initial_Clock=0 Final_Clock=360

Cyclic_Animation=on Pause_when_Done=off

POV-Ray 3.8 source code

///////////////////////////// // // Algol type variable double star // // pov-ray 3.8 source code // // 29.9.2023 v 0000.0000 // /////////////////////////////

  1. include "functions.inc"
  1. include "shapes3.inc"


  1. declare taunolla=clock+90;
  1. declare tau1=radians(taunolla);
  2. declare tau2=radians(taunolla+180.0);
  1. declare ra=3;
  2. declare rb=3;
  3. declare ax = sin(tau1)*ra+0.5;
  4. declare ay = cos(tau1)*ra;
  1. declare bx = sin(tau2)*rb-0.5;
  2. declare by = cos(tau2)*rb;
  1. declare Orange=<1,0.5,0>;
  2. declare Yellow=<1,1,0>;
  1. declare White=<1,1,1>;
  2. declare Blue=<0.8,0.8,1>;
  3. declare Black=<0.0,0.0,0.0>;
  4. declare Grey=<0.5,0.5,0.5>;


  1. declare samples1=30; // media samples, greater value slower to render

// camera { location <0,0,-80> look_at 0 angle 4.5 }

camera { location <0,25,-150>*1 look_at 0 angle 5 }

  1. macro convection_cells(c)

crackle pigment_map{ [0.0 rgb c*0.2] [0.2 rgb c] [0.9 rgb c] [1.0 rgb 1.0]

} warp{turbulence 0.3}

  1. end
  1. declare starcolor1a=<1,1/2,0>;
#declare starcolor1b=<1,1/2,0,0>;   
  1. declare starcolor1c=<1,1,0>;
#declare starcolord=<1,1,0,0>;  
  /*
  1. declare starcolor1a=<1/2,1/2,1>;
#declare starcolor1b=<1/2,1/2,1,0>;   
  1. declare starcolor1c=<0,0,1>;
#declare starcolord=<0,0,1,0>; 
    */
  1. declare stella_object_type_1= object {
        sphere {0,1 } 
   // ovus {1,0.7 rotate x*90 rotate y*-90}
   //object { Egg_Shape (1.15,1.55)  rotate x*90 rotate y*-90}
   

// texture { pigment {color rgb <1,1/2,0>} finish {ambient 0 }} }

  1. declare star_pigment_1= pigment { wrinkles turbulence 0.4 scale 0.005 translate taunolla/360 color_map { [0 color rgb starcolor1a] [1 color rgb starcolor1c] } }


  1. macro makestar1(color1, color2, color3, color4)

object { union {


  // stella object

object {

 object { stella_object_type_1  }   
 // texture {pigment {color rgb  color1} finish {ambient 1} }


   texture { 
   //  wrinkles scale 10
    granite  scale 10  
   warp { turbulence 0.3 }
   texture_map {

     [0 pigment { wrinkles turbulence 0.4 scale 0.005  translate taunolla/360   color_map {   [0 color rgb color1] [1 color rgb color3]  } } finish {ambient 1}]    
    [0.85 pigment { wrinkles turbulence 0.4 scale 0.005  translate taunolla/360   color_map {   [0 color rgb color1] [1 color rgb color3]  } }  finish {ambient 1}]  
    [0.9 pigment { wrinkles turbulence 0.4 scale 0.005  translate taunolla/360   color_map {   [0 color rgb color1] [1 color rgb color3]  } }  finish {ambient 0.4}]   
     [1 pigment { wrinkles turbulence 0.4 scale 0.005  translate taunolla/360   color_map {   [0 color rgb color1] [1 color rgb color3]  } }  finish {ambient 0.0}]    
 } 
          
} // ...tex
        
} // stella object
 
   

// attempt to make media stella

object {
 object {stella_object_type_1}
   pigment{rgbt 1}
       hollow

      interior{ //---------------------
   media{ method 3      
          absorption (1-color1)*0.5 // darkening
          emission color1*1
          scattering{ 4, color1*1    } // end scattering
          density{ 
                      function {
            
              //   exp(-1*(sqrt(2*(x*x+y*y+z*z))-0) ) 
             pow( 1*sqrt(1*(x*x+y*y+z*z)),-1 )
           // *f_granite(x*3,y*3,z*3)
           //   *f_wrinkles(x*10,y*10,z*10) 
               *f_bozo(x*20,y*20,z*20)  
               //   *f_bumps(x*30,y*30,z*30)  
               }
   density_map
          { 
           [0 rgb 0.00000001*color1] 
           [1 rgb color1*3]
          }
          } // 
          samples samples1 
    }  // ... density
 } // ... interior
  scale 1.01

// scale 0.9

} // ... obj stella atm


     /*

// stella darkening , absorption

object {

 object {stella_object_type_1}
   pigment{rgbt 1}
       hollow

      interior{ //---------------------
   media{ method 3      
           absorption (1-color1)*5
       //   emission color1*1
     //     scattering{ 1, color1// Type
         
      //     } // end scattering
          density{ 
                      function {
            
             //    exp(-1.5*(sqrt(x*x+y*y+z*z)-0) ) 
             pow( 3*sqrt(x*x+y*y+z*z),-3 )
               }


        translate x*-0
          } // 
          samples samples1 
    }  // ... density
 } // ... interior
  scale 1.005

// scale 0.9

} // ... obj stella atm


   */

// stella korona try 1

object {
 object {stella_object_type_1}
   pigment{rgbt 1}
       hollow

      interior{ 
   media{ method 3      
           absorption (1-color1)*1 // darkening
          emission color1*1/2
     //     scattering{ 1, starcolor1a// Type
         
      //     } // end scattering
          density{ 
                      function {
            
            //    exp(-1*(30*sqrt(x*x+y*y+z*z)-0) ) 
            pow( 1*sqrt(1*(x*x+y*y+z*z)),-1 )
               }
   density_map
          { 
           [0 rgb color1*0] 
        //   [0.7 rgb color1*2/2]
             [1.0 rgb color1*1]
          }
          } // 
          samples samples1 
    }  // ... density
 } // ... interior
  scale 1.75

} // ... obj stella atm


} // union } // object

  1. end // end makestar macro


// stars

  #declare color1=<1,1/2,0>*0.9;
#declare color2=<1,1/2,0,0>*0.9;   
  1. declare color3=<1,1,0>*0.9;
#declare color4=<1,1,0,0>*0.9;  

union {

makestar1(color1, color2, color3, color4 )    
   scale 1.5    rotate y*taunolla 
    translate <ax,0,ay>*1 
  }
  1. declare color1=<1/4,1/4,1>*1.0;
#declare color2=<1/4,1/4,1,0>*1.0;   
  1. declare color3=<0,0,1>*1.0;
#declare color4=<0,0,1,0>*1.0; 
 union { 
makestar1(color1, color2, color3, color4 )    
   scale 1.5 rotate y*-90   rotate y*taunolla 
      translate <bx,0,by>*1 
  }


Licensing[edit]

I, the copyright holder of this work, hereby publish it under the following license:
w:en:Creative Commons
attribution share alike
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Under the following conditions:
  • attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
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File history

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Date/TimeThumbnailDimensionsUserComment
current08:39, 29 September 2023Thumbnail for version as of 08:39, 29 September 2023800 × 600 (4.87 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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