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SkyExplorerV3 UserGuide en

SkyExplorer is a software for 3D real time simulation

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0% found this document useful (0 votes)
604 views

SkyExplorerV3 UserGuide en

SkyExplorer is a software for 3D real time simulation

Uploaded by

Bogdan BB
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SkyExplorer v3

november 2013 Version : MUT/1201/0014E/APE-SCH/CL R.S.A. Cosmos


Version : MUT/1201/0014E/APE-SCH/CL

Date : november 2013

Editeur : R.S.A. Cosmos - Rue des Mineurs, Z.I. de la Vaure, BP 40 42290 Sorbiers, France /
[email protected] / +33 4 77 53 30 48

Rédacteurs : APE

Copyright : R.S.A. Cosmos

2
Table of contents
Chapter 1 - Description ............................................................................................................................................... 5
1. Interpolation 8
2. Bodies 12
3. Snapping ports 14
4. Observer Position 17
5. Observer Orientation 19
6. Target 21
7. Color 21
8. Trajectories 22
9. Trace mode 23
10. Stars 23
11. LUTs 23
12. Constellations 28
13. Maps 29
14. Revolution and rotation ratio 30
15. Label Manager 31
16. Inlay pointer 33
17. "Insert" objects 34
18. Marks 37
19. Shooting stars 41
19.1. Shooting star 41
19.2. Shooting star rain 43

20. ModelSets 45
21. 3D Models 50
22. Database 52
22.1. Astronomical calculations 52
22.2. Points 52
22.3. Satellites 55
22.4. Messiers objects 55

23. Rendering 55
23.1. Proland 58
23.2. Proland model list 59

24. Image capture / recording mode 62


25. Videos 65
26. Time Management Daemon 68
27. Stereoscopy 69
28. Supported file formats 71
Chapter 2 - Commands .............................................................................................................................................. 74
1. Date 76
2. Position 77
3. Orientation and Target 78
4. 2DPlace 80
5. Stars 82

3
6. Constellations 88
7. Sun 91
8. Planets 93
9. Dwarf Planet 100
10. Satellites 104
11. Insert 108
12. TextInsert 111
13. Label Manager 113
14. Observer pointers 115
15. LUTs 116
16. Marks 117
17. Shooting Stars 123
18. Comets 125
19. Asteroids 129
20. Insert3D 133
21. Scene Graph 134
Chapter 3 - Databases management ......................................................................................................................... 137
Chapter 4 - Manual control ...................................................................................................................................... 138
1. Object Observation 142
1.1. Position of the Observer 142
1.2. Celestial Body 145
1.3. Theater Orientation 150
1.4. Automatic Movements 150
1.5. Sky 151
1.6. Shooting Stars 154
1.7. Marks 156
1.8. Inserts 158
1.9. Messiers 160
1.10. Constellations 162

2. Parameters 162
2.1. Position 163
2.2. Orientation 164
2.3. Target 165
2.4. Time 165
2.5. Body 167
2.6. ModelSet 169

4
Description SkyExplorer v3

Chapter 1
Description
SkyExplorer is a software for real-time 3D astronomical simulation.
In other words, it is a 3D world that changes depending on the simulation time in accordance with the astronomy
laws, and in which you will be able to view objects and play on their parameters.

The Observer
Imagine that you are an observer positioned in the universe.
This observer is actually:
a camera for a single computer.
a camera system in a fulldome planetarium, allowing 360 ° view.
You are handling an observer characterized by three parameters :
its position in space
its observation direction
the reference point of the targeted object on the screen (Target)

The Time
In this virtual world you preset a date, (that can evolve or not) where celestial objects are placed in their correct
position.
If you start a time evolution, celestial objects will move automatically according to astronomical laws unless you
have voluntarily changed some parameters that modify the behavior of a body, such as factor rotation of a planet.

Different kind of objects


In this world, you have number of objects, astronomical or not :
Stars.
Sun.
Planets.
Satellites.
Comets.
Constellations.
The inserted images ("Insert" objects ).
Marks.
Shooting stars.
Asteroids.
...

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...
Two types of objects exists :
those that are always present in the universe (stars, planets, satellites, sun, ...).
those that you will add in the scene (inserts, landmarks, places, ...).
All these objects have modifiable parameters which are theirs, such as intensity, color, intensity of the orbit, the
intensity of the trajectory,

Specific objects
There are different specific objects :
places, these virtual objects have a characteristic, it is an object that is hooked to another object and on which
you can snap items.
objects with no 'real' representation in the scene (eg : LUTs). These objects will be associated with properties
of other objects.
the SceneGraph: see the next paragraph.

The SceneGraph
It is a hierarchical list of objects that are present in the scene.
Some objects are always in the scene like the sun, planets and satellites. These objects are called intrinsic to the
scene graph.
Some objects are snapped (linked) to others. They are then added to the scene graph by defining a reference body
in the tree.

Example : graph1
This sample graph contains only intrinsic objects.
Objects are in bold and hooking ports are in italic.
Universe
Sun
Port Ecliptical J2000
Mercury
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Venus
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Earth
Port Ecliptical
Port Equatorial

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Port Equatorial Synchronous

Example : graph2
Here is a graph which contains the Insert1. This one is hooked to the Equatorial Planetary port of the
Earth.
Universe
Sun
Port Ecliptical J2000
Mercury
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Venus
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Earth
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Insert1

Example : graph3
Here is a graph in which the virtual object 2DPlace1 (it is an object in which we can add other
objects) was hooked to the Equatorial Planetary port of the Earth ; and to which the object Insert1
has been snapped :
Universe
Sun
Port Ecliptical J2000
Mercury
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Venus
Port Ecliptical
Port Equatorial
Port Equatorial Synchronous
Earth
Port Ecliptical
Port Equatorial

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Port Equatorial Synchronous


2DPlace1
Port 2DPlace
Insert1

Example : affecting several bodies in a single command


Thanks to the SceneGraph management, it is possible to change the status of several bodies in a
family with a single command.
Program to turn on all the satellites of Jupiter :
"SkyEx Satellite Intensity -> Io -> 1 in 5 seconds"
"SkyEx Satellite Intensity -> Ganymede -> 1 in 5 seconds"
"SkyEx Satellite Intensity -> Callisto -> 1 in 5 seconds"
"SkyEx Satellite Intensity -> Europe -> 1 in 5 seconds"
Same program in a simple way :
"SkyEx Satellite Intensity -> Jupiter -> 1 in 5 seconds"
Program to turn all the satellites in the Solar system:
"SkyEx Satellite Intensity -> Sun ->1 in 5 seconds"
SkyExplorer goes down in the SceneGraph to find all satellites that are below the sun, i.e. all the
satellites of the Solar system.

1. Interpolation
SkyExplorer can be handled like any device, it has a set of commands. Most of them have the following
parameters:
value : what will be the target value of each parameter after executing the command (or what the relative
modification is).
interpolation model: how to reach the target values.
duration: how long to reach the final state.

Modification type
This parameter tells if the target value is defined in an absolute way or relative to the current value.

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Absolute type
The value that will be reached is the target value given as parameter.

Relative type
The value that will be reached is the sum of the current value in the software and the value given as parameter.

Relative multiplication type


The value that will be reached is the product of the current value by the value given as parameter.

Relative multiplication to the default value


The value that will be reached is the sum of the default value in the software and the value given as parameter.

Relative multiplication to the default value


The value that will be reached is the product of default in the software by the value given as parameter.

Example
We use the command "SkyEx ObsPos_1" to change the position of the observer along the X axis.
The parameter value in the command is 4 . Default value of X is 3 and the value just before the
command call is 5 .
The value of X after the execution of the command will be different depending on the given
modification type :

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Modification Type Final Value

Absolute 4

Relative 9 (5 + 4)

Relative Multiplication 20 (5 x 4)

Relative multiplication to the default 12 (3 x 4)


value

Relative addition to the default value 7 (3 + 4)

Remark
The following sequence is interesting to understand the way default values can be used :
[i]00-00-00-00 SkyEx Constell. Name Position [Constellation = Milky Way, Duration = 0, Alpha =
0, Delta = 0, typeAbsRel = Absolute][/i]
...
00-00-05-00 SkyEx Constell. Name Position [Constellation = Milky Way, Duration = 10, Alpha = 0,
Delta = 0, typeAbsRel = Relative Addition to the default value ]
The first command instantly moves all the constellation names in alpha / delta 0.0 in an absolute way.
The second constellation brings each name in its predefined position in 10 seconds.

Interpolation Model and duration


Example to understand what the interpolation model is
At software Startup, intensity of the Earth is set to 0. You want to change this value during the show,
after 10 seconds for example.
You want to turn on the Earth, i.e. give an intensity of 1 (= 100%).
However, you want to fade this lighting in 20 seconds.
initial value: 0.
target : 1.
duration : 20 seconds.
start date : 10 seconds.

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The interpolation model is how to make the value evolve from the initial value to the target value.

Two types of interpolation model


There is two families of interpolation model:
the simple mode: the movement stops when the target value is reached.
the evolution mode : the movement does not stop when the target value is reached, it still evolves keeping the
previous evolution parameters.

Interpolation model
The following icons allows to select one of the twelve
interpolation models :
We have, from left to right:
"Linear" : evolving in a linear way from initial value to target value.
"Bilinear" : acceleration at startup and deceleration when approaching the target value.
"Bilinear 2" : similar to bilinear but slower in acceleration and deceleration.
"Linear Evolution" : similar to linear movement continues but once reached the target value.
"Sine" : use the sine function to reach the target value.
"Evolution Sine" : similar to sine but the movement continues once the target is reached (useful to perform
oscillation of a parameter).
"Bilinear Left" : accelerates to reach a linear motion, may be placed before a linear motion.
"Bilinear Right" : decelerating from a linear motion, may be placed after a linear motion.
"Inertial Simple" : divided the motion in 3 phases : acceleration, constant speed and deceleration. The duration
of acceleration and deceleration can be set. The overall length of the order must be greater than the sum of the
acceleration and deceleration duration.
"Inertial evolution" : acceleration and constant speed. The duration of the acceleration is configurable. The
overall duration of the order must be greater than the acceleration time.
"Exponential" : allows to make a camera move through long distance (eg : going outside the Galaxy starting
from the Earth). This model is used in a very specific way: only for camera movements with LBR and keeping
snapping port unchanged.
"Exponential With Acceleration" : Move from one planet to another within the solar system. This model is
used in the same way as the previous one.

Example : Interpolation model "Exponential"


The Observer is above Earth, and we give a target distance (R) big enough to go out of the galaxy.
The movement will be slow at beginning to see the Earth becoming small, fast enough in the middle
to pass through the 3d stars and slows at the end to stop slowly over the galaxy.

Example : Interpolation model "Exponential With Acceleration"


Our starting position is the Earth. We change the reference body to Saturn with a relative order and
value to 0 (Observer referential is changing without any camera motion). Then we chose our new
position on Saturn LBR . Watch for the Observer orientation.

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Stopping an evolution interpolation


We have seen that it is possible to start a parameter evolution with an 'evolution mode' interpolation. In this case,
the values continues to evolve according to the specified interpolation model. To stop this evolution at a given
time, we will use the duration and the relative change of the parameter. To stop the movement at the position
where it is, we will send a command with the 0 value in a relative way in a time of 0 seconds. That is to say, when
the software receives this command, it will change the parameter by adding nothing to it, this new override the
motion in progress so that it is stopped. This technique allows stopping the movement at any time, and keep the
parameter to its current status.

Example 1
If the current value of the parameter is 5, target value will be : 5 + 0 = 5 which is the current value.
The software must reach the value in 0 seconds. It's already there so the movement just stops.

Example 2

At t = 0 : the parameter is 0.
At t = 10s : we send a parameter change with an absolute value of 1, lasting for 10 seconds with a
linear evolution interpolation mode.
The parameter value will go 0-1 in 10 seconds so linear, then, once the target value is reached, the
movement continues with the same speed.
At t = 70s we send a parameter change in relative value of 0 and 0 seconds duration.
The movement stops instantly. As this order was sent 60 seconds after the evolution order. The
motion is stopped with a value which is 6.

2. Bodies
Bodies are classified by family :
Family Universe: Universe.
family Observer: Observer.
Family Star: Sun.
Family Planet: Mercury, Venus, Earth, ...
Dwarf Planet Family: Pluto, ...
Satellite Family: Moon, Europe, Titan, ...
2DPlace family.

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"Insert" object Family.


...

2D Place
A 2DPlace is a body having a snapping port. It is placed on the surface of another body (planet, satellite, ...) to a
position defined by latitude and longitude and altitude.

Angle unit
degree

You can snap the observer or other objects in a 2D Place. This is useful to land on the surface of a body and to
add other elements on its surface.

Example
Here is the visualization of a snapping port of a 2D Place attached to a planet. The 2D Place was
placed at two different positions to show the evolution of the snapping port referential.

If you snap a marker to a 2D Place, It will follows the movement when the 2D Place moves. It has
the same behavior to the observer when this one is snapped in the 2D Place port.

Body selection interface


In many places, you will find the interface below:

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This interface allows you to select a body in the scene graph.


Click "Expand" to fully open the tree.
Click on the other button (down arrow), to specify which families you want to see or not in the tree. The
following window appears :

A family whose button is pressed is visible in the tree.

Remark
In some cases, this interface can also be used to select a family of body:

3. Snapping ports
A snapping port is an orthonormal referential. Objects can have one or more.

Avoid confusion
Snapping Port and referential are two different things in skyExplorer.

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Snapping ports are used to snap the observer or other objects at different place in the Scenegraph. They are not
the same for all body. Some of them do not have any. For example we can't snap anything to an insert.
Bodies (cf. Bodies)

Sun snapping port


Distance unit for the Sun snapping port
Astronomical Unit

Heliocentric Mean Equinox


Origin: center of the sun.
XY plane: ecliptic.
X axis is pointing towards the vernal point (the ascending node of the Earth).

Planets Snapping Ports


Distance unit for the planets snapping ports
planet radius

Ecliptic J2000
Origin: center of the planet.
XY plane: ecliptic.
X axis pointing towards the ascending node of the planet.
Z-axis: polar axis

Example
We snap the observer to this port with a direction (X, Y, Z) = (0, 0, 0) and starts a time motion.
We see the planet tilted on its orbit (it follows the revolution but not tilt) and it is seen turning on
itself (we don't follow its rotation).

Planet Equatorial
Origin: center of the planet.
XY plane: the planet's equatorial plane.
X axis pointing towards the ascending node of the planet.
Z-axis: polar axis

Example
We snap the observer to this port with a direction (X, Y, Z) = (0, 0, 0) and starts a time motion.
We see the planet perpendicular to its rotation axis (we follow its revolution and the inclination of the
orbit) and it is seen turning on itself (we don't follow its rotation).

Planet Equatorial Synchronous


Origin: center of the planet.

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X and Y axes in the equatorial plane.


X axis oriented prime meridian.
Z-axis oriented along the polar axis.

Example
We snap the observer to this port with a direction (X, Y, Z) = (0, 0, 0) and starts a time motion.
We see the planet perpendicular to its rotation axis (we follow its revolution and the inclination of the
orbit) and remains at the same longitude on the planet (we follow its rotation).

Galactic
Origin: center of the planet.
XY plane: the galactic plane.
X axis pointing towards the galactic center.
Z axis pointing towards the galactic north.
Allows snapping the observer to a planet in the galactic plane allowing easier out of galaxy sequences.

Orbital mean equinox


Origin: center of the planet.
X axis in the direction of movement of the planet in outer space.
Y-axis in the orbital plane and in the direction of the sun as well as possible while remaining perpendicular to
X.
Simply allows positioning objects around a planet in a referential almost stationary relative to the Sun. This port is
mainly used for positioning of the Earth's magnetosphere.

Due to technical reasons, snapping port "Orbital mean equinox" is currently enabled only for Earth.

Equatorial J2000
Allow to visualize the precession in an equatorial referential.

Remark
With a simulation time of J2000 (01/01/2000 at 12:00), this port has the same spatial orientation as
classic equatorial port. Further away from J2000, the gap between these two ports grow.

Dwarf Planets Snapping Ports


Distance unit for the dwarf planets snapping ports
dwarf planet radius

Dwarf planets have the same snapping ports as planets.

Satellite Snapping Ports

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Distance unit for the satellite snapping ports


satellite radius

The snapping ports "Satellite Equatorial Synchronous", "Galactic, "Orbital Mean Equinox" et "Equatorial J2000"
work in the same way as for planets.

True Equatorial Equinox


Same behavior as snapping port "Planet equatorial" from a planet. The satellite undergoes the precession.

2DPlace Snapping Port


Distance unit for the 2DPlace snapping ports
meter

2DPlace Port
Origin: center of the 2D place.
XY plane: horizon (plane tangent to the body which is attached place 2D).
X-axis pointing to the polar axis direction of the body to which is snapped the 2D location.
The characteristic of a 2D place is that it is snapped and placed on a body. It is used to observe the surface of a
body. When it moves to the surface of the body and passes through the poles, there is no flip of the observer.

4. Observer Position
Once the Observer's body and the snapping port are defined, you have to give the position of the observer relative
to this referential.
Two coordinate systems are used, the choice of a coordinate system depends on the coordinates you want to enter
but also how you want to move to reach the new position.

XYZ Positioning (cartesian)


XYZ positioning is defined in relation to the cartesian coordinate system defined by the body / port.
When you move from an initial position to a position defined by XYZ, interpolation will be done on the
parameters X, Y and Z in other words you have a travel in a straight line from the initial point to the target point.

LBR Positioning (Lambda, Beta, Radius or Longitude, Latitude, Radius)


LBR positioning is defined relative to the spherical coordinate system defined by the body / port.
When you move from an initial position to a position defined by the LBR, interpolation will be done on the
parameters L, B and R in other words you will have a movement of rotation around the center of the port you are
snapped in.

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The change of the positioning mode (LBR to XYZ or XYZ to LBR) suddenly stops a position
animation (new order is sent and override current animation)

The position switch


The position switch is a technique that allow to change body/port where the Observer is snapped without change
its position. The technique used here is similar to the technique to stop a motion with evolution.
In fact, we make a null relative motion (i.e. we remain at the same position) by specifying a different body/port
with a null duration to make the switch instantly.

Choosing the position


In many places, you will find the interface below:

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The window changes itself according to the coordinate system (XYZ or LBR).
You can enter values ​in the input boxes, or click on the map or to change the values.

5. Observer Orientation
The orientation defined the point in the universe where the observer is looking at.
To define this point, two coordinate systems are possible: XYZ or HPR.

XYZ Orientation
The XYZ orientation defines a fixed observation point, i.e. whatever the position of the observer, it still look at
the point with coordinates (X, Y, Z) .
This is useful, for example, to go around a planet having it always in front of you. For this we define the
orientation XYZ = (0, 0, 0) .

Observation XYZ = (0, 0, 0) in front of the planet

Observation XYZ = (0, 0, 0) behind the planet

A limitation of this coordinate system is the inability to define a roll, that is to say the inclination of the head of
the observer. The observer is always aligned with the Z axis defined by the referential body/port.
If you go through a coordinate XYZ = (0, 0, any) , you have an instant reversal of the observer, so avoid this type
of movement.

XYZR Orientation
Orientation XYZR can be used in SkyExplorer v3. This is the XYZ coordinate system with a fourth coordinated:
the roll (R).

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HPR Orientation (Heading, Pitch, Roll)


The HPR orientation defines a direction of observation and roll. When the observer moves, it still viewing the
same direction.

If you stand in front of a planet, you set the orientation of HPR to watch this planet, if you move the observer on
the other side of the planet, it will keep its viewing direction. That means that the planet will be behind the
observer, but the starry sky will remain fixed during the motion.

Observation HPR = (90, -10, 0) in front of the planet

Observation HPR = (90, -10, 0) behind the planet

LBRD Orientation
The LBRD Orientation can be used in SkyExplorer v3. This is the coordinate system LBR with a fourth
coordinated: the distance (D).

Orientation switch
The orientation switch allows looking at a body from any position.

Example
You are positioned at two radius of the Earth and you're looking it:
Position LBR Absolute (0, 0, 2) Body Earth - Port Planet Equatorial Orientation XYZ Absolute (0, 0,
0)

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Perform a position switch to watch March staying at the same position. Nothing should happen on the
display:
Position LBR Relative (0, 0, 0) Body Mars - Port Planet Equatorial in 0 second
Redefine the orientation to look at Mars in 10 seconds:
Orientation XYZ Absolute (0, 0, 0) Body Mars - Port Planet Equatorial in 10 seconds
Do again a position switch to recover your initial referential:
Position LBR Relative (0, 0, 0) Body Earth - Port Planet Equatorial in 0 second
This technique is called the orientation switch .

6. Target
The software is projecting the image on a screen (spherical or not). We need to define the position of the
observed on the screen, this is called the Target.
Target is defined in (Azimuth, Height) relative to the screen, azimuth and height are in degrees.

Example
You place the observer in front of a planet snapping it in one of the ports on this planet, and you set
an orientation XYZ = (0, 0, 0) . So you look at the center of the planet.
In the configuration the Target will allows you to define the planet's position on the dome.
If you set a Target (Azimuth, Height) = (0, 0) , the planet will be at the bottom of the dome and only
half of the planet will be visible:

Target: (Azimuth, Height) = (0, 0). Planet observation XYZ = (0, 0, 0)

If you set a Target (Azimuth, Height) = (0, 45) , the center of the planet will be 45 degrees above the
horizon:

Target: (Azimuth, Height) = (0, 45). Planet observation XYZ = (0, 0, 0)

Trick
When you put the Observer on the surface of a body (snapped to a 2DPlace) for a "night sky"
observation, specify a Target (Azimuth, Height) = (0, 0) so that the horizon of the simulation is the
horizon of the dome.

7. Color
Color is everywhere in SkyExplorer and the way to define it is always the same. Either you have to set the color
of a planet trajectory, an "InsertText" object or a mark ; the operation remains the same.
A color is defined by three components: red, green and blue. Each component has a value which varies from 0 to

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SkyExplorer v3 Description

1. It is the combination of these values ​that produce a color.


So, you will oftently find the following fields in the SkyExplorer commands windows :

Example : yellow-orange

The yellow-orange is made of red and green.

Restore the default color


Define the color (R, V, B) = (0, 0, 0) with the mode "Addition relative to the default value".

8. Trajectories
Some objects in the software, like the Sun or planets, have a trajectory. The trajectory of a body is the display of
segments between key positions of the body at different time intervals.
The major parameter of the trajectory is the frequency of these key positions over the time acquisition rate.
The number of points that can be stored for a trajectory is fixed. So, if the acquisition frequency is high, the path
displayed will be less long (but it will be more accurate). In the other way, a low frequency will give a longer path
(but it will be less accurate).
The frequency is given in points acquired per second.
By specifying a frequency of 0, the acquisition stops, the trajectory is stored, it is what we called a freeze of the
trajectory.
By specifying a value of -1 trajectory is resetted (it disappears).
Example assuming that the trajectory memorizes only 5 points.

Example of a trajectory with two different sampling

Low frequency (six segments)

High frequency (eighteen segments)

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9. Trace mode
The trace mode allow to not erase the graphical board buffer between different frames. This gives a "long
exposure" effect to the picture. This allows you to see the trail of stars in the sky. All objects then leave a trace of
their passage. This allows also seeing the trail of a planet in the sky.

Trace mode works on the stars only if the Milky Way and deep sky objects are disabled.

10. Stars
Twinkling
Stars are twinkling in color and size depending on their mode : hard point or smooth / sprite.
By default, the scintillation amplitude is 0.4.

11. LUTs

In this section, the term object refers to an object where a LUT can be assigned :
star (Sun included).
planet.
dwarf planet.
satellite.

The LUTs (Look Up Table) are used to create a curve that can be assigned to objects with a point representation.
It defines the number and color of pixels representing an object regarding its magnitude and color:
magnitude + Color Temperature-> Number of pixels used + pixels colors
It also defines :
a limit magnitude beyond which objects are no longer displayed.
a saturation magnitude below which all objects are represented in the same way.

Creation
Delete an LUT: "SkyEx LUT Delete".
Create a LUT : "SkyEx Create Linear Model".
Specify the number of points in the LUT and the two endpoints of the LUT, SkyExplorer automatically calculate
the intermediate points.

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We define the points with coordinate (1, 5) and (5, 1), respectively as the first and last points of the
LUT.

identifier id_1 id_2 id_3 id_4 id_5

definition given as calculated by calculated by calculated by given as


parameter SkyExplorer SkyExplorer SkyExplorer parameter

x 1 2 3 4 5

y 5 4 3 2 1

Which gives the following LUT :

If we apply this LUT to the stars, the stars of magnitude greater than 5 are not displayed and all the
stars with a magnitude smaller than 1 will be represented in the same way.
The ordinate (y-axis) is a value that links the number of pixels and the pixel intensity taking into
account the correction made by the body color.
An ordinate of 1 means that if the star is a white star, it will be represented by one pixel white (R
= 255, G = 255, B = 255) .
An ordinate of 4 means that if the star is a white star, it will be represented by 4 pixel white (R =
255, G = 255, B = 255) .
An ordinate of 2.5 means that if the star is a white star, it will be represented by 4 pixel median
gray (R = 127, G = 127, B = 127) .

Adding a new point


The new point is created with the coordinates passed as parameters. Its identifier is automatically set by
SkyExplorer.
IDs are always classified from the point of smallest abscissa the greatest one. If the new point is added to the
middle of the curve, the IDs of points with greater abscissa are automatically redefined.

Example

identifier id_1 id_2 id_3

x 1 2 3

y 3 2 1

LUT before adding a new point

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identifier id_1 id_2 id_3 id_4

x 1 1.5 2 3

y 3 3 2 1

LUT after adding a new point


ID 2 and 3 points became ID 3 and 4.
The new point became ID 2 because when it is added, its abscissa was greater than ID 1 and less than
the one of ID 2.

Modification
When an object have a color, the pixel intensity is recalculated to maintain an intensity equivalent to a white
object of the same magnitude. This calculation saturates the size defined by the coefficient.

Example (part 1/3) : the situation


Consider the case of a reddish star with magnitude equal to a white star:
Suppose that the LUT to define a coefficient of 1 for this magnitude.
The white star is represented by 1 white pixel. The RGB components of the reddish star must be
recalculated otherwise it would loose brightness. Indeed, pure white (R = 255, G = 255, B = 255) is
brighter than a perfect red light (R = 255, G = 0, B = 0).
The LUT is the one from the "Creation" example above. Change it allows to correct the problem.

Example (part 2/3) : first method


You can change the LUT by modifying a dot ("SkyEx Define X", "SkyEx Define Y") specifying the
identifier of the point that you change (or adding or deleting points).
For example :
The Y component of point 2 to a value of 3
The X component of point 2 to a value of 1.5
The Y component of point 3 to a value of 2
The X component of point 3 to a value of 2.5
The Y component of point 4 to a value of 1
Delete point 5
We get the following LUT :

identifier id_1 id_2 id_3 id_4

x 1 1.5 2.5 4

y 5 3 2 1

Which gives the following LUT :

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Example (part 3/3) : second method


To change the LUT, you can also apply an exponential model.
You provide the parameters of a theoretical curve to the LUT and it will recalculate all components Y
points of the LUT to match the theoretical curve.
Here is the LUT before applying the exponential model.

Here is an example of an exponential model parameters:


Reference Magnitude (X) 2
Reference Size (Y) 2
Logarithmic attenuation coefficient 1.8
Give the following curve :

The attenuation coefficient varies from 1 to infinity.


When the coefficient is 1 the theoretical curve is a straight line passing through the reference point Y
= Reference Size.
In other words there is no contrast, all stars have the same representation.
As you increase the attenuation coefficient, you will increase the contrast, i.e. that gives greater
differences between low magnitude stars and high magnitude stars.
In all cases the curve passes through the reference point you set. The limits you've preset on the
x-axis during creation (Create Linear Model) are not changed.
Visualization of the LUT after applying the exponential model:

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Representation mode of the objects


An object can be displayed in several ways:

Normal representation

Sprite representation

Hybrid (normal and sprite) representation

You can determine how to represent your objects with three limits:

Sprite Limit
Defines the limit between the objects represented as sprite and the objects represented normally. Objects whose
point size is larger than this limit will be represented in sprite.

Smooth Limit
Defines the objects smoothing limit. For example, if you define a smooth limit of 2, no object will be smaller
than 2 pixels, even if the LUT indicates that some objects are smaller. These objects will be drawn with a size of
2 pixels and the pixel intensity will be reduced so as to have the brightness defined by the theoretical LUT.

Overlap Limit
Softens the transition between the objects represented in sprite and those represented normally.

Remark : graphical visualization of these limits DomeManager


green edge : Sprite Limit
red edge : Smooth Limit.

Graphical visualisation of a LUT in DomeManager yellow edge : Overlap Limit.

Setting
It is important to adjust the LUTs by positioning with ​strongly negative values on x-axis in the Supervision mode.
Indeed, SkyExplorer v3 have a dot mode for the Moon and Sun which is respectively influenced by the LUT of
the planets and stars. The magnitude of the Moon being -12.6 and -26.7 for the Sun, set LUTs around these values
​to ensure that the dot mode of the Moon and the Sun is greater than their respective 3D models seen from the
Earth.

Remark
In the case of an incorrect setting, the Moon will appear surrounded by a halo of light.

Smooth transition between two LUTs


It is possible to make a smooth transition between two night sky qualities by creating two separate LUTs and
asking celestial objects to move from one to another in a specified time.

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12. Constellations
Display mode
Different display modes are available to show one or more constellations:
wire.
graphical (picture).
IAU limits.
constellation nom.

Example : Sagittarius constellation

Wired display

Graphical display

Display limits

Display name

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Superposition of graphical and wired displays

Constellations groups
You can change in a single order several constellations using the constellations group commands.
Some groups are predefined and not editable as Zodiac, Hemisphere, circumpolar ...
You can create your own groups, use it for an indexed group, such as : ConstellGrp1.
In an indexed group, it is possible to :
add / remove a constellation.
add / remove a group of constellations.
clear a group all constellations.
copy a group in an indexed group.

13. Maps
You can change the map used by some objects like planets. You can change the map of the 3D and the 2D
representation.
You can always reload the default map by sending an order to change the map with an empty field for the map.
This technique only works for objects with only one map for a representation mode, it does not work for objects
with an AutoRepr order. For these objects, use AutoRepr to reload the default maps. This command also restores
the default values ​for all object parameters (intensity, color, size, ...).

Default map available


The default data of SkyExplorer contain maps that can be used in scripts on objects "Insert", planets,
constellations, ... :
Maps representing the plates tectonic over the ages in the folder
"../data/scene/astronomy/planet/major/earth/terrain/paleo/" (the filename corresponds to a date in million years
BC ):
000.dds
020.dds
035.dds
050.dds
065.dds
090.dds

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105.dds
120.dds
150.dds
170.dds
200.dds
240.dds
260.dds
280.dds
300.dds
340.dds
370.dds
400.dds
430.dds
450.dds
470.dds
500.dds
540.dds
560.dds
600.dds
Maps representing the impact of the comet Shoemaker Levy 9 on Jupiter in the folder
"../data/scene/astronomy/planet/major/jupiter/shoemakerLevy9/" :
1994-07-15.dds
1994-07-23.dds
1994-07-30.dds
1994-08-24.dds
Video maps of the Constellations in the folder "../data/scene/astronomy/constellation/iau/texture/video/Cnc" (be
careful to the lower case) :
Cnc.avi
Leo.avi
UMa.avi

14. Revolution and rotation ratio


The revolution ratio can slowdown or accelerate a body's revolution (planets or satellites).
Rotation ratio can slowdown or accelerate the rotation of a body on itself.
These ratio are useful to :
visualize some movements (constant sidereal time, constant solar time, ...).

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cleaner motion during the simulation of some movements (eg not having planets and satellites that rotate at
high speed (actual speed) during heliocentric motion).
A ratio of 1 gives its real speed to the object.
A ratio of 2 doubles the speed of the object.
A ratio of 0.5 divides by 2 the object speed.
At startup, all objects have ratio preset to 1 and the simulation is correct.

Realism of the simulation


If you change one of these ratio and you start changing time, the SkyExplorer will simulate taking
into account the new ratio. The simulation will not be accurate anymore.
If you reset a ratio that you changed to 1, the body will return to its actual speed, but as the simulation
had previously been distorted, the body regains its correct speed from a position that was not correct,
so the simulation is still not realistic.
To go back to a real simulation after changing one of these factor and have changed the date, you
must use a specific reset for the ratio (for example skyEx Planet RAZ Rotation Factor).
When you use the RAZ command, the body repositions itself correctly in relation to the date of the
simulation, you can see a jump from the previous position (false) and the new position (realistic).

15. Label Manager


The labels used to display the name and body data in an automated way.
Their positions are automatic and they are hidden when having an inadequate scale (eg, the label of the Moon is
masked when observing the whole solar system).
There are two ways to use them:
Using the default Label Manager.
Using Label Manager.

Default Label Manager


The Default Label Manager displays only the name of the body.
It is preset for a best display as possible
Only the size and color can be changed via the command Body.
Bodies (cf. Bodies)

Label Manager
A Label Manager is a collection of labels respecting a certain formatting and certain criteria.
Bodies must be added to a Label Manager to display some labels.

Adding bodies to a Label Manager


You can add bodies to a Label Manager using the command "SkyEx Planet Add Label Manager" in the case of the

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planets, "SkyEx Stars Add Label Manager" in the case of stars, etc..

Adding Body to a Label Manager.

All bodies added to the Label Manager and that meet the filter criteria will be displayed in a label below them.

The number of stars is very important, viewing the labels of all the stars would be unreadable. For
this reason, it is mandatory to create a filter to display the labels of the stars.

Formatting
Formatting labels from a Label Manager is done using the available commands in the LabelManager menu .
Label Manager (cf. Label Manager)

Filters
Filters allow you to hide the labels of body that not comply with certain conditions (such as the radius, distance or
magnitude).
This allows you to display only the relevant label and avoid overloading labels making them unreadable.
A filter is a test which result is true or false. Only labels of body having a true result are displayed.

The filters hide the labels from the list of added body. Adding body remains indispensable.

Example
We preset the Label Manager 1 to display the name of the body whose apparent magnitude is less
than 0.
Add all the stars to Label Manager 1 has the effect of displaying the name of the brightest stars.
Add all the planets Label Manager 1 has the effect of displaying the name of the brightest planets.

Filter combination
It is possible to combine several filters with logical operators OR et AND.
The last filter is combined with the results of previous filters.
It is therefore necessary to pay attention to the order in which filters are added to obtain the desired behavior.

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Filter evaluation process

Example of use
[Radius > 50000 Km] OR [name = "Deimos"]
Deimos and Mars are displayed but not Phobos, when we look at the Martian system.
[Apparent Magnitude < 4.0] AND [Distance < 10^17 Km]
Sirius and Alpha Centauri A et B are displayed when looking at the sky from Earth.

Handling filters
Adding filters is done in 3 steps.
1. Delete old filters of the Label Manager with the order "SkyEx Label Manager Clear Filter"
2. Adding a new filter with an order "SkyEx Label Manager Adding Filter"
Repeat this step to combine this new filter with previous one.
3. Apply the filters with order "SkyEx Label Manager Evaluate Filter"

Adding a Filter to a Label Manager.

Filters have no effect until the order "SkyEx Label Manager Evaluate Filter" is executed

You must repeat all the steps in case of removal or modification of a filter

16. Inlay pointer


Plane or 3D object use to highlight bodies.
The pointer object is automatically scaled to have always same apparent size.
There is actually two different pointers :
Body pointer (around body)
ObserverPointer (directly on the dome)

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Body pointers
these pointers are automatically centered on body,
all celestial bodies and 3D insert have a pointer, use intensity command to display it.
The pointer automatically disappears when observer come closer to body.
You can change the color, apparent size, type and intensity of a pointer can be changed via bodies's commands.
(cf. Bodies)
Bodies (cf. Bodies)

Observer pointers
These pointers are placed directly on the dome. The position can be changed with azimuth and height values.
Like body pointers, color, apparent size and type can be changed via observer pointer's commands.
Observer pointers (cf. Observer pointers)

17. "Insert" objects


"Insert" Object
An "Insert" is a medium that can receive images. Image formats are supported by SkyExplorer tga and jpeg.
This support can be a rectangle (conic projection), a cylinder (cylindrical projection) or a sphere (spherical
projection). It should be snapped to a body port. It can be snapped for example to a planet port or to a 2D Place
port.
Insert (cf. Insert)

Conic insert
You can modify :
the "Insert" position in the snapping port with parameters Azimuth, Pitch and Roll.
distance to the center of snapping port with the radius parameter.
the size of the insert.

Cylindrical insert
You can modify :
the cover of the cylinder (position on both sides of the cylinder).
the "Insert" position in the snapping port with parameters Azimuth, Pitch and Roll.
distance to the center of snapping port with the radius parameter (it is then the radius of the cylinder).

Spherical insert
You can modify :
coverage of the sphere (position of the 4 corners of the sphere portion).
the "Insert" position in the snapping port with parameters Azimuth, Pitch and Roll.
distance from the center of snapping port with the radius parameter (it is then the radius of the sphere)

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"Insert3D" Objects
An "Insert3D" object is an object corresponding to a polygonal 3D model imported into the SkyExplorer scene.
When installing the model on the IG, textures must be copied into the same directory as the model. They will be
applied automatically when loading the model.
To view a model in the scene, you must first use the command "SkyEx SceneGraph Add" to attach the model in the
scene. Then use the command "SkyEx Incrustation 3D Model" to define the model that will be charged. Orders
"SkyEx Incrustation 3D Position" , "SkyEx Incrustation 3D Rotation", "SkyEx Incrustation 3D Intensity" et "SkyEx
Incrustation 3D Size" are available to handle the object in the scene

Size unit
meter

3D Models (cf. 3D Models)


Insert3D (cf. Insert3D)

Text Insert
A "Text Insert" is an object that allows to insert text un the scene.
TextInsert (cf. TextInsert)

Insert Wizard
When you manually add an "Insert", you must add many orders (adding to the scene graph, texture, position,
opacity, ...). To forget nothing and to proceed quickly, you can use this wizard.

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The first step of the wizard allows you to specify the snap settings, image name and type of the "Insert" object .
The following steps will be different, depending on the selected object type.

Example
For a panoramic "Insert" object, you will be asked the panorama parameters :

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The extinction wizard simply adds an order to turn the "Insert" opacity and then sets a removal order at the right
timing.

18. Marks
A mark is an object that will be snapped to a Body/Port.
This object has the particularity to be displayed in 3D or projected to infinity in the simulator according to the
parameters that you have defined. For this you can specify "SkyEx Mark Position" :
Geo type : the mark is shown in 3D in the scene.
Obs type : the mark is projected to the infinity.
A mark is made up of lines, graduations segments and text graduations, you can choose whether you want to
display one or more of these elements.
The mark object is positioned as a spherical insert, with four corners and a radius.
When two opposite sides meet (Azimuth min = Azimuth max or Height min = Height max) the lines on each side
overlap. This shows a brighter line. To avoid this phenomenon, which can sometimes be interesting (original

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reference) and sometimes annoying, you can decide not to represent one of these line with orders "SkyEx Mark
Borders Meridian" and "SkyEx Mark Borders Parallel".

Wizard
The wizard allows you to create a mark in an easiest way.
This example in four steps shows how to create a mark that surround the Earth and is aligned on the equator.

Example (part 1/4)

We start by specifying that it uses the Mark ID n ° 1, then chooses to snap to the Earth in its
equatorial synchronous port. You can then choose between a spherical or hemispherical reference.

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Example (part 2/4)

You can choose the color and the thickness of the marker. You can also choose the marker type :
"Geo" the mark is shown in 3D in the scene, so it will surround the Earth.
"Obs" the mark is projected to the infinity.
We choose the "Geo Type".
We keep the option "Circle Type" checked because it can show meridians and parallels circles.
The bottom of the window allows you to set the graduations applied along the meridians and parallels.
It specifies the interval (in degrees) between each major and each small graduation. We leave the
default size for graduations

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Example (part 3/4)

We will define the number of meridians and parallels that you want to display. You can use the test
boxes on the left to give directly the desired number of circles, or give (on the right side) the interval
between each circle.
We leave the azimuth at 0 and radius to 1.1, which will give a mark relatively close to the surface of
the Earth.

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Example (part 4/4)

This step allows to automatically generate an small animation at the mark lit-on. If you check
"Radius", you will see the size of the mark grow progressively while it appears.
If you tick the four boxes: "Azimuth Min", "Azimuth Max", "Height Min" and "Height Max" the mark
will build gradually starting from one point to finish surrounding the Earth.
You can, of course, specify a duration for these events.

19. Shooting stars

19.1. Shooting star


A shooting star is represented by a line of one or more pixels wide that can also have an intensity graduation along
itself.

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Model
Two models are available :

Basic model

Graduation model

The basic model is not recommended for realistic shooting stars. It is useful to perform some effects. It is a line
of a given thickness at constant intensity.
Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars Model")

Gradient
With the gradient model, the gradient is customizable through the positioning of the midpoint of the shooting star.
Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars DegradePosPtMedian")

Example

Mid point = 0

Mid point = 0.5

Mid point = 1

Brightness
The brightness is made by the thickness of the shooting star, it is the number of pixels in width. The thicker is the
star, the brighter it is.
Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars Brightness")

Starting and arrival position


The starting and arrival position of the shooting star are positions in the screen space. They are given as (azimuth,
elevation).
Shooting Stars (cf. Shooting Stars) (Commands "SkyEx ShootingStars StartPos" et "SkyEx ShootingStars
ArrivalPos")

Random starting and arrival position


To create a single shooting star whose starting and arrival position are defined randomly, creating a single
shooting star meteor shower.

Trail length
The trail is defined by the delay of the tail of the shooting start regarding its head .
The tail makes the same movement as the head with a preset delay.
Arriving at the final position, the head will stop, leaving the tail join it and makes the shooting star disappears.
Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars Trail Length")

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Advancement
The advancement is the position of the head of the shooting start on the segment [startingPosition arrivalPosition]
When advancement is 0, the head of the shooting star is the starting position. When set to 1, it is at the arrival
position.
The advancement evolution creates the shooting star motion.
Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars Adving")

Example
Initialize the Shooting Star advancement to 0 to put his head on the starting position.
Define a new advancement to 1 with a time interpolation of 5 seconds.
The head of the shooting star will then go from the starting position to the arrival position in 5
seconds.

Remark on "SkyEx ShootingStars Draw Seed"


This parameter must be initialized to 0 when you want to use a single shooting star. Because if this
parameter is different from 0, when the star will reach an advancement of 1, it will be randomly
re-generated using the seed being ; so that a shooting star rain will start once the first shooting star
reach the arrival position (advancement 1).

19.2. Shooting star rain


A rain of shooting star is preset in the same way as one shooting star, except for a few differences :
a new shooting star is generated when a shooting star "finishes"
positions of departure and arrival and the speed are set randomly at each generation.
Shooting star (cf. Shooting star)

Initialization
Initialization (model, length of the trail, brightness) is the same as a shooting star.
It is also necessary to initialize the advancement to 0 to not risk starting a rain during the modification of the
parameter "Seed".
Shooting star (cf. Shooting star)

Starting and Arrival Position


Starting position
The starting position is defined by the radian point position plus a chaos around this position.
In other words, when a shooting star will be generated, the starting position will be randomly drawn so that it
comes from the radian point (azimuth and height position ) but it may start from an area around this point.
The parameter for controlling the size of this random area is "ChaosPtRadian" : a radius expressed in degrees.

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Shooting Stars (cf. Shooting Stars) (Commands "SkyEx ShootingStars Draw RadianPos" et "SkyEx
ShootingStars ChaosPtRadian")

Arrival position
The arrival position is set randomly throughout the dome for each new shooting star.

Speed
As the starting position, the speed is affected by a chaos so that stars have different speeds
It is possible to control the probability of speed, i.e. the average velocity of stars generated. The speed of each of
them is located on a probability law. By changing the speed factor, it changes the distribution center. We can
assimilate this to the center of a Gaussian.

Example
A speed factor of 1 gives a realistic behavior.
A speed factor of 2 makes the stars move 2 times faster (on average).
A speed factor of 0.5 make the stars moves 2 times slower (on average).

Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars Draw Speed")

Number of stars generated per minute


A new shooting star is generated as soon as the current shooting star ends, i.e. as soon as one reaches the
advancement value of 1.
However, it is possible to add a delay between generations with this parameter. SkyExplorer will add a delay so as
to regulate the generation and get (an average) number of stars corresponding to the given value.
Shooting Stars (cf. Shooting Stars) (Command "SkyEx ShootingStars Draw Nb per Min.")

Seed
The seed is the number used to initialize the pseudo-random generator for shooting stars. It is only a
pseudo-random behavior because computers do not know how to generate random numbers.
The randomly generated from the same seed will always be the same, proving that it is only pseudo-random.
The seed is a number that gives chaos a starting point. Two shooting stars showers with the same parameters and
the same seed will be identical.

Particular case
If you use several shooting stars, you can assign different seeds using "Universe". When SkyExplorer
receives an order "SkyEx ShootingStars Draw Seed" with "Universe" as a body , it uses an algorithm to

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give different seeds all shooting stars. Note that this algorithm is iterative, i.e. for a given seed all the
stars are always assigned with the same seed. That is to say, when you use a seed for the object
"Universe" , it will always give the same draw and two meteor showers initiated with the same
"Universe" seed will be exactly the same.
Shooting Stars (cf. Shooting Stars) ("SkyEx ShootingStars Draw Seed")

Stop
There is two ways to stop a shooting star shower :
set the "Seed" to 0 (allows time for the last meteor generated to reach its end).
set the "Advancement" to 0 (do not let the time for the last shooting star generated to reach its end).

Several shooting stars at the same time


A meteor shower is actually a shooting star that is regenerated once it is finished with some random parameters. It
is impossible to simultaneously view multiple shooting stars.
To do this, use multiple shooting star" IDs simultaneously. Any initialization procedure should be repeated for
each meteor shower

20. ModelSets

In the Supervision mode of DomeManager, there is a button "ModelSet" which allows you to control
the modelSets of the planets, the Moon and the Galaxy, but also some objects "Insert3D" (cloud of
points, WMAP, magnetosphere) that have nothing to do with the concept of ModelSet described here

A modelSet is a set of mutually exclusive models, representing all or part of an object and having an intensity of
its own.

Example
In SkyExplorer v3, planets have a maximum of four modelSets :
Terrain
Atmosphere
Clouds
Rings

Each modelSet contains from 0 to N models that cannot be shown at the same time.

Example
The Earth surface can be represented by a single textured sphere or by a terrain model like Google
Earth. However, there is no interest that these two models are shown at the same time.

An object may have several modelSets simultaneously. It is possible to hide a modelSet controlling its intensity

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independently through orders  "FAMILY MODELSET intensity" where "FAMILY" is the family name of the
considered astronomical body (eg planet) and "MODELSET" the modelSet name which you wish to change the
intensity (for example atmosphere).

Example : the Earth

Earth without atmosphere

Earth with atmosphere and without cloud

Earth with atmosphere and clouds

Remark
The final intensity of the active model of modelSet is the product of the intensities of modelSet and
of the intensity of the object itself and of the scene graph intensity.

Geoid
The geoid is a representation of the gravitational field of the Earth on a globe. In SkyExplorer v3, it is possible to
substitute the terrain model of the Earth by the geoid using the order "Planet ModelSet". or via the DomeManager
Supervision mode by clicking on "ModelSet → Planet → Earth → Geoid".

Saturn rings
It is possible to replace the rings of Saturn by an icy rocks field. To do this, it is necessary to change the ring
model used by the order "Planet ModelSet" or, via the Supervision interface, click on "ModelSet  → Planet →
Saturn → Asteroids"
This icy rocks field, consisting of hundreds of millions of rocks, is not based on any astronomical database
because no sufficiently precise measurement of the ring structure was carried out at that time.
In the software, this field is generated on the fly by the system following some predefined rules. Among these
rules, we say that :

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Density of rocks depends on the optical depth of the ring (i.e. the transparency of its texture).
The color of the rocks is modulated by the color of the ring.

Illustration

Saturne

Saturne without ring

Saturne rings in basic mode

Saturne rings in asteroids mode

modelSets list

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Planets ModelSets

Mercury Venus Earth Mars Jupiter Saturn Uranus Pluto

Terrain Basic Basic Basic Basic


Magellan BMNG MOC
Topography summer Viking
BMNG Topography
Winter
BMNG
Season
BMNG
Ocean
Planet
observer
Topography
Geoid

Atmosphere Basic Basic

Clouds Basic Basic Basic Basic Basic

Rings Basic Basic


Asteroids

ModelSets for the Sun, the Moon and Titan

Sun Moon Titan

Terrain Photosphere Basic Basic


Raw Clementine
Topography
Raw

Atmosphere

Clouds Basic

Rings

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MilkyWay ModelSets

Milky Way

2D Mellinger 1999
Mellinger 1999 Raw
Brunier 2010
Iras / Cobe
2Mass
Fermi
Spitzer Glimpse
Splitzer Mipsgal

3D Mitaka

MilkyWay ModelSets

Tip
Thanks to the concept of modelSet, it is now possible to control independently the intensity of the 2D
and 3D Galaxy.
For a simpler use, it is good to start with :
a global intensity of 1;
a 3D MilkyWay intensity of 1;
a 2D MilkyWay that will depends from your needs in the night sky simulation.
This implementation will avoid ending up with a Galaxy 3D abnormally dark when you'll go out of
our Galaxy.

Change the current model of modelSet


It is possible to change the model of a modelSet active in the editor using the following commands :
"Planet ModelSet"
"Satellite ModelSet"
"Sun ModelSet"
"Galaxy ModelSet"
These four orders are an extension of orders to change the maps on these objects and have therefore the same
parameters as these : a filename and a texture offset. These two parameters have effect only the default and Raw
models of the modelSet of each object. If nothing is specified for the texture filename, the texture that will be
used is the one by default

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Remarks
Raw models are models that do not alter the colors of textures passed in parameters, while Basic
models will added, if appropriate, a bluing due to the atmosphere (Earth), desaturation (Moon)
yellowing (Sun) ...
All textures modifiable by the user now have a default offset of 0.

21. 3D Models
The scale of an object "Insert3D" is 1 meter, no matter where it is added in the universe. The advantage is that
each object has its own size, which is defined at the modeling step.

Example
This allows comparing the size of the ISS that is hard to imagine with an airplane that tells us a little
more.

3D models can be loaded from files to different formats.


Supported file formats (cf. Supported file formats)

3D Models available by default


There are default 3D models provided with skyExplorer. To use them, simply create an object "Insert 3D" and
calling the order "Insert3D Model" to specify the model filename.
Here is a list of objects present by default in the system that can be used as an object "Insert3D"  :

3D Model File

ISS ../data/scene/artificial/spacecraft/iss/model.osg

GPS Bloc-II ../data/scene/artificial/spacecraft/iss/model.osg

Galileo ../data/scene/artificial/satellite/galileo/galileo.osg

Grace ../data/scene/artificial/satellite/grace/grace.osg

Iridium ../data/scene/artificial/satellite/iridium/iridium.osg

Airbus A320 ../data/scene/artificial/plane/airbusA320/airbus.osg

Asteroid 1 ../data/scene/astronomy/asteroid/standard/terrain/asteroid1.osg

Asteroid 2 ../data/scene/astronomy/asteroid/standard/terrain/asteroid2.osg

Asteroid 3 ../data/scene/astronomy/asteroid/standard/terrain/asteroid3.osg

Asteroid 4 ../data/scene/astronomy/asteroid/standard/terrain/asteroid4.osg

Asteroid 5 ../data/scene/astronomy/asteroid/standard/terrain/asteroid5.osg

Asteroid 6 ../data/scene/astronomy/asteroid/standard/terrain/asteroid6.osg

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Earth atmosphere ../data/scene/chemistry/molecule/earthMoleculeCube.osg


Molecule Sample

Mars atmosphere ../data/scene/chemistry/molecule/earthMoleculeCube.osg


Molecule Sample

Power cubes ../data/scene/common/model/powerCubes.osg

Artificial Satellites ../data/scene/artificial/satellite/visibleSatellites/AllSatellitesWithMagnitude_Norad.osg


with magnitude
handling

Iridiums with ../data/scene/artificial/satellite/visibleSatellites/IridiumSatellitesWithMagnitude_Norad.osg


magnitude handling

Geostationary ../data/scene/artificial/satellite/visibleSatellites/GeoSatellitesWithMagnitude_Norad.osg
Satellites with
magnitude handling

ISS as a dot with ../data/scene/artificial/satellite/visibleSatellites/IssWithMagnitude_Norad.osg


magnitude handling

WMAP ../data/scene/astronomy/extragalactic/wmap/wmap.osg

Magnetosphere ../data/scene/astronomy/planet/major/earth/magnetosphere/tsyganenko/model.osg

3D Models available by default

WMap
WMAP is the representation of the CMB (Cosmic Microwave Background) as observed by the WMAP probe
(Wilkinson Microwave Anisotropy Probe) in 2003.
This is a 3D model that can be reach from Supervision in DomeManager (in "ModelSet") and also usable through
an object "Insert3D" pointing to a template file located in the default data SkyExplorer v3.

Remark
More recent data from the Planck probe exists. These are not yet integrated.

Earth's magnetosphere
Accessible from the Supervision interface of DomeManager in "ModelSet" . This model is a representation of the
equipotential lines of the geomagnetic field. It was generated from a library based on the Tsyganenko 87 theory
and written by Tsyganenko itself.

Remark
This is a fixed 3D model. However, to be valid at any time, the tail of the magnetosphere should be
permanently oriented in a direction close to the opposite of the Sun, and as the Earth has a polar axis
inclined, this would imply an animation of the model. This model is valid only at a specific date : the
14/12/1997 at 21:00.

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22. Database

22.1. Astronomical calculations


Planets
Astronomical calculations for position and orientation of the planets are now using data form PCK (Planetary
Constant Kernel) of Naif and the Spice and library developed by NASA:
Fine calculation of terrestrial precession.
Correct orientation of the polar axis of Mercury and Venus.
Adding precession on all body within the Naif data limit.

Remark
It is possible to see a double sunset / sunrise on Mercury.

Satellites
In SkyExplorer v3, satellites orbits use Keplerian orbital parameters recognized by NASA or, where appropriate,
the orbital parameters from Scott Sheppard.
Moreover SkyExplorer v3 tilts the polar axis of the satellites and takes into account their precession using, like
planets, PCK Naif data. There iq two exceptions to this rule :
Hyperion, a satellite of Saturn, whose porous structure induces a chaotic rotation.
Nereid, Neptune's satellite, which orbits so close to the planet and is to eccentric planet that and if it is
impossible to predict the behavior of his polar axis.
For these two exceptions, there is no rotation or precession.

22.2. Points
RSA Cosmos has developed Open Cosmos (www.opencosmosproject.com) a free software for 3D objects
databases generation from raw astronomical databases. This software is able to export files in the ".osg" format
that can be loaded in SkyExplorer as an object "Insert 3D".
These 3D files can then show to the public the statistical and spatial distribution of astronomical objects and their
associated data, all of this with didactic goal.
As an opensource project, Open Cosmos offer the opportunity to all planetarium to create their own 3D databases
and to use them at their convenience without having to pay a fee to RSA Cosmos.
For example, we provide with SkyExplorer many 3D datasets generated with Open Cosmos.
These objects can be activated in the Supervision mode of DomeManager through the button "ModelSet" .
However, orders to instantiate them can be saved in a script to use them in a show file prepared in advance.

Earth artificial satellites


Database with fixed dots.

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14,639 objects.
Position through the SGP4 algorithm that takes in account atmosphere friction (valid 12/05/2009 ± 10 years).
Ability to isolate the International Space Station, GPS and residues of the collision between Iridium 33 and
Kosmos-2251 (that took place on 10 February 2009).
Ability to display false color satellites according to their altitude.
Ability to differentiate, using false colors, orbital debris (8352 objects) and satellites in operation (6287
objects).

Asteroids
Database with fixed dots.
471,246 objects.
Keplerian orbits valid to 01/07/2010 ± 30 years.
Possibility to differentiate the different asteroids families through false colors:
NEO yellow.
March Crossers dark red.
Main Belt in shades of purple.
Hungaria in dark magenta.
Hildas and Troyans (influenced by Jupiter) in green.
Kuiper belt white.
Ability to isolate the main belt asteroids.
Ability to visualize the spatial distribution of asteroids according to their size using false colors.

Comets
Database with fixed dots.
898 objects.
Keplerian orbits: this database can show impact of comets (eg : fragments of Shoemaker-Levy 9 that crashed
into Jupiter in July 1994.

Oort cloud
Database with fixed dots.
Data from a simulation of NAOJ (Astronomical Observatory of Japan).
40,000 simulated objects.

Exoplanets markers
These are markers surrounding the star around which exoplanets have been discovered. The color of the marker
depends on the number of exoplanets orbiting the star. The gradient is done with the following colors::
Purple = 1.

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Blue = 2.
Green = 3.
Yellow = 4.
Red = 5.
Features :
Databases with fixed sprites (thumbnails) .
206 stars surrounded.
Ability to display this representation on a surrounding sphere or in 3D in space.

Remark
This dataset is not really up to date as it was generated in May 2009 and this research domain is very
active. The Kepler probe data are not in this database.

Tully
The Tully Galaxy Catalog is a database of nearby galaxies :
Database of nearby galaxies.
Database of static points.
29,620 objects.

Tully Pictures
Same content as Tully with thumbnails representing galaxies by type instead of points. This allows you to perfrom
very nice galaxies fly-through.

2DF
2DF (Galaxy Redshift Survey) is a dataset with far galaxies and quasars :
Database of static points.
Galaxies: 229258 objects.
Qsos (quasars): 28364 objects.

SDSS
Le SDSS (Sloan Digital Sky Survey) is a dataset with far galaxies and quasars, we provide two data release
allowing seeing the scanning progress :
Database of static points.
Dr3 galaxies (Data Release 3): 318 437 objects.
DR7 galaxies: 778519 objects.
Lrg (Luminous red galaxy) Dr3: 35,694 objects.
Lrg DR7: 85,814 objects.
Qsos Dr3: 15086 objects.

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Qsos DR7: 33358 objects.

22.3. Satellites
SkyExplorer v3 contains almost all the known natural moons (total 145):

Planet Number of satellite(s)

Earth 1

Mars 2

Jupiter 48

Saturn 51

Uranus 27

Neptune 13

Pluto 3

Satellites present in SkyExplorer v3 are those being named on this page:


Planetary Satellite Discovery Circumstances [http://ssd.jpl.nasa.gov/?sat_discovery Planetary Satellite Discovery
Circumstances]
(Excepted Kore, Anthe and Aegaeon. They have astronomical parameters which are not precise enough to be
animated correctly in SkyExplorer)

Remark
The default color of satellite orbits was changed to differentiate the prograde satellites whose orbit is
yellow from retrograde satellites whose orbit is orange.

22.4. Messiers objects


RSA Cosmos intends (in a next release) to rename the Messier objects in NGC / RNGC to integrate thousands of
deep sky astronomical objects. In this sense, and to wiat for this improvement, we added to the existing Messier
list, three objects that can be used in the same way as classic Messier:
LMC (Large Magellanic Cloud).
SMC (Small Magellanic Cloud).
Helix Nebula (3D).

Remark
While LMC and SMC are working as the other 2D Messiers objects, it is impossible to change the
texture of the Helix nebula.

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23. Rendering
Atmosphere et scattering
Fine and realistic calculations of the atmosphere color are based on physical phenomena :
Rayleigh scattering (due to atomic size particle : molecules of air) for bluing.
Mie scattering (due to bigger particles : dust, pollution, ...) for the red color.
It is also possible to hide / show the atmosphere regardless of the terrain.
ModelSets (cf. ModelSets)
It is also possible to see the shadow of the Earth in its atmosphere in the east and west.

Mitaka Galaxy
3D galaxy model of SkyExplorer v3 has been completely redone on the basis of the Galaxy model from Mitaka
Software.

Dot Mode
LUTs (cf. LUTs)

Sun
Sun
The Sun has been added from the Hipparcos stars. Therefore, the dot mode of the Sun, unlike planets dot mode is
not viewable using "Sun intensity" but through "Stars intensity".

Remark
To have this for mode Sun working properly, you must configure the stars LUT from the -26.7
magnitude: the apparent magnitude of the Sun as seen from Earth.

Non-emissive objects
In SkyExplorer in v3, the dot mode concept was extended to satellites and dwarf planets using by default the same
LUT as for the planets (LUT1). In addition to this extension, for dot mode of non-emissive objects, SkyExplorer
v3 manages the phase and the occultation of the bodies.

Remark
To avoid that the Moon dot mode interferes with its 3D model, configure the LUT used by the moon
from the magnitude -12.6 (full moon).

Shadows, Earthshine and eclipses


In addition to the shadow on Proland terrains and of the planets on their atmosphere, SkyExplorer v3
automatically manages several techniques for shadows projection allowing to visualize the effects of shadows and
lights as follows :
Shadows of a complex mesh on himself :
Phobos.

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Deimos.
3D models.
ISS.
BLOC-II.
Galileo.
GRACE.
The 6 asteroids models.
Earthshine managing  :
The Moon.
ISS.
BLOC-II.
Galileo.
GRACE.
Shadows received and casted by planetary rings :
Saturn et Uranus have planetary rings. These rings receives shadows from the planet and cast shadows on
the planet.
Sun eclipse (Moon shadow on the Earth) :
Moon shadow projection on the terrain whatever the terrain model is (excepting the topography model).
Automatic dimming of the Earth atmosphere during a Moon eclipse.
Allows visualizinge the eclipse on the Earth from space.
Moon eclipse (Shadow of the Earth on the Moon) :
Projection of shadows of the Earth on the Moon.
Automatic handling of the red color of the moon.
Other eclipses :
Projection of the shadow planets on all their respective satellites. Therefore, it may happen that a satellite
appears black while its intensity is 1 if it is in the shadow of the planet.
Shadow casting of the satellite on their planets :
Jupiter receives the shadow from Io, Europe, Ganymede, Callisto.
Saturn receives the shadow from Mimas, Encelade, Tethys, Dione, Rhea, Titan, Japet.
Uranus receives the shadow from Miranda, Ariel, Umbriel, Titania, Oberon.
Neptun receives the shadow from Triton.
Shadow casting of satellites on other satellite (eg. for jovian satellites).

Remarks
Possibility to have multiple eclipses (triple eclipse on Jupiter 2004/03/28).
Each Galilean throws his shadow on the other three during the eclipse of Io by Ganymede on
2009/06/24.

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Due to heavy modifications on the rings, it is now not possible to change the texture of the Saturn
rings.

Orbits
SkyExplorer v3 introduces a new type of rendering for orbits: the trails. They allow visualizing the direction in
which objects are moving. This allows differentiating prograde and retrograde satellites. This new type of
rendering is used by default by the software, but it is possible, by changing a configuration file, use the full orbits
as in SkyExplorer v2.

23.1. Proland
Proland means PROcedural LANDscape. This name refers to the technology that allows SkyExplorer v3 to
display land according to the distance from the observer and from high-resolution numerical models stored on
disks. The models used by Proland are generally composed of two layers main data :
terrain elevation (relief).
terrain color (reflectance).
A land consists of tiles (square elements of land) to which are applied textures. Each tile is a mesh whose density
is directly related to the fineness of relief. When the camera is close to a tile, it is automatically divided into four
finer tiles on which more resolved textures are applied.
Three parameters must be configured in order to find a compromise between quality / performance when
displaying Proland models.

Remark
The default Proland settings are configured on spot case by case.

Quality/Performance parameters
Planet max gpu tile
The parameter "planet max gpu tile", his full name "planet max gpu tile per frame" controls the number of tiles
created by subdivision on each frame. It allows you to control the refinement speed of the terrain but did not
affect the final quality. The higher its value, the higher the ground will be subdivided quickly. But, if the ground
is loaded quickly, there is risk that the application hangs during loading. This factor allows finding a compromise
between speed and performance load when traveling.
"planet max gpu tile" is an integer value generally low (between 1 and 15).
To make sure that each frame all available tiles are loaded, you must specify a large value (eg 100000) but in that
case, channels will load the terrain at different rates which will lead to an inconsistent picture on the dome.

Planet split factor


The parameter "planet split factor" allows controling the release of a tile subdivision when approaching the camera
to it. Thus, this parameter plays on the fineness of the mesh and textures displayed. In other words, more "planet
split factor" is higher and the ground will finest. However, if the ground is too fine, the application performance
drop very quickly even when the camera does not move relative to the ground.

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Below 1.2, results are becoming quite bad.

Behind 5.0, the application becomes unusable in matter of framerate.

Planet num samples


The parameter "planet num samples", with full name "planet num samples per edge per tile" to control the mesh
density of tiles without affecting the quality of textures. It is playing with the smoothness of the relief without
affecting the sharpness of the ground map. Larger is the value and finest the mesh will be. If the value is too big,
the application performance is poor even when the camera does not move relative to the ground.
"planet num samples" is an integer between 2 and 23.

Elevation scale factor


On all objects with Proland models, it is possible to exaggerate or minimize the relief scale with the order "Planet
Elevation scale factor".

Default elevation scale factor


1

Topographic models
For any Body for which there is an elevation texture, SkyExplorer v3 offers a model called false color
topographic showing the relief of the object. The color gradient used for these models can be configured by the
user through the order "Planet Topography Color Gradient" taking as parameter a map (a pixel line) whose left
pixel represents the color of the lowest elevation and the right pixel, the highest.

Casted shadows
On all models that we provide (except topographic models), we perform a real-time shadow projection on the
ground itself. This shadow projection follows obviously automatically the movement of Sun and its hardness is
configurable through the command "Planet Shadow Smooth".

Default smoothing factor for shadows


0.1

23.2. Proland model list


Through modelSets, SkyExplorer v3 displays Proland models for some objects. Here is the exhaustive and
documented list of Proland models we offer with the system.

The Earth
Earth Proland models are the finest we're offering in terms of resolution or features. Apart from the topographic

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model, they all have :


scattering : blue and glowing effect of the atmosphere on the field whose intensity is adjustable using "Planet
Scattering Intensity".
oceans reflecting the Sun's light : white spot on the oceans surface whose brightness is adjustable thanks to the
orders "Planet Specular Water Intensity" and "Planet Specular Water Brightness".
nocturnal lights representing the light pollution of cities adjustable with orders "Planet Night Lights Intensity"
and "Planet Night Light Color".

Default scattering intensity


0.8

We generated two terrain elevation maps for the Earth :


The first is purely continental and ocean have an elevation of 0. It is made of a combination of three reliefs
maps :
USA : SRTM30 with 30m/px
from latitude -60° à +60° : SRTM90 with 90m/px
elsewhere : Blue Marble Next Generation with 500m/px
The second let appear the ocean floor and the continents, it has been generated from the first one and from the
GEBCO bathymetric measurements with a resolution of 2000m/px.

Relief Colors

BMNG Continental Blue Marble Next Generation (NASA) map released in June 2004 with
Summer 200m/px.

BMNG Continental Blue Marble Next Generation (NASA) map released in December 2004 with
Winter 200m/px.

BMNG Continental Automatic fade between the BMNG maps of June and December regarding
Ocean the simulation date.

BMNG Continental and Blue Marble Next Generation Map from June 2004 with the ocean floor.
Ocean oceanic

Planet Continental Automatic fade (depending on the distance) between two maps :
Observer Blue Marble Next Generation map from June 2004 with 200m/px for
(subject to spatial views
licensing)
V2 (released 2010) of the Planet Observer map (subject to licensing) with
a resolution of 15m/px for the closer views.

Topography Continental and False colors.


oceanic

Earth's terrain models

Mars

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Default scattering intensity


0.3

Remark
To improve the shadows rendering on Mars, we preset the shadow smooth ratio for this planet at 2.15
.

The relief used for all Mars models is from MOLA data (2005) from the probe Mars Global Surveyor at
500m/px.

Relief Colors

MOC MOLA Map from the probe Mars Orbital Camera (MOC) released in 2006 and at 200m/px.

Viking MOLA Map from the probe Viking (1980) at 750m/px.

Topography MOLA False colors.

Mars's terrain models

The Moon
Despite the Moon proximity to the Earth, we have less data on the Moon than on Mars ! The best relief available
(at building date) for our satellite is based on LOLA measured by the Lunar Reconnaissance Orbiter Project with
a resolution of 2000m/px.

Relief Colors

Clementine LOLA The colors of the Moon are from the U.S. probe Clementine whose mission was
interrupted in 1994 by a technical problem. Therefore, the quality of these images are
sometimes not good as expected. Their resolution is 100m/px.

Topography LOLA False colors.

Venus's terrain models

Venus
Venus have some scattering due to its atmosphere. The terrain used for Venus ground was acquired by the
Magellan probe in 1992 (radio survey) with a 5000m/px resolution. This map, unfortunately, does not cover the
entire planet.

Remark
Magellan relief quality is quite bad, so that we've preset the default elevation ratio for Venus at 0.

Default scattering intensity


1

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Relief Colors

Magellan Magellan Arbitrary colorization of Magellan elevations with a color close to the images taken
by the Russian probe Venera.

Topography Magellan False colors.

Venus's terrain models

24. Image capture / recording mode


Software configuration for Capture
The following Image capture and Recording mode sections explains how to acquire an image, or a series of images,
from the fulldome simulation by using script commands.
The associated scripts must be played with a special viewer, which is not the SkyExplorer used for live shows or
for the preparation of the scripts.
For this, close SkyExplorer (or Studio, depending on your version) from the Software Management window and
launch SkyExplorer Capture instead.
Several SkyExplorer Capture viewers exist, they offer different resolutions or image formats. Depending on your
system you may have more than one. Only one can be launched at a time.

Fish-eye capture
SkyExplorer Capture Fulldome 4K is a special mode of acquisition. It is the only one that enables to
acquire the whole dome to disk directly as a fulldome image sequence rather than using one image
per channel. The other SkyEx Capture configurations acquire portions of the image (in separate
channels) that then have to be recombined (with Orion software).
This method requires that a single computer performs the whole capture  : it is only available on
production stations (1 IG, or 1 master computer).
Compatibility notes:
- System-wide colorimetry settings (Gamma, HSV, Vibrance) and color dithering (to improve color
gradient quality) are applied to these fulldome captured images, not with older Capture viewers.
- Likewise, with the feature Zoom  : with older SkyEx Capture (one image per channel), zooming
produces an incorrect result in the acquired images. Only the direct fulldome capture method (SkyEx
Capture Fulldome 4K) is currently compatible with zoom.

Image capture
Principle
It is possible to capture an image from SkyExplorer. Each computer image generator then capture the image it
produces and stores it on its own hard drive.
Image capture is done with a command "SkyEx Take Screenshot" available from DomeManager editor.

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Use
In the command "SkyEx Take Screenshot" , it is necessary to specify the location where the captured image will be
saved.
Path describing the location must start with "/usr/local/data/datas/user/" followed by the rest of the path and file
name.
Supported formats
Supported file formats (cf. Supported file formats)

Examples of paths
/usr/local/data/datas/user/screenshot.jpg
/usr/local/data/datas/user/screenshotCometHalley/firstScreenshot.jpg

Macros
A macro is a text that will be automatically replaced with the appropriate text in the capture.
Three macros are available to write the path:
$CHANNEL_NAME$ : channel name ;
$CHANNEL_ID$ : channel id ;
$IMAGE_ID$ : image id, increased for each image capture.

Example of path
/usr/local/data/datas/user/capture/$CHANNEL_ID$/image_$IMAGE_ID$.jpg

Example
If the planetarium uses six image generators, capturing an image with the path
"/usr/local/data/datas/user/capture/$CHANNEL_ID$/image_$IMAGE_ID$. jpg" :
The image generator ISS001 store the captured image
"/usr/local/data/datas/user/capture/1/image_1.jpg" ;
ISS002 store in "/usr/local/data/datas/user/capture/2/image_1.jpg" ;
etc.

Trick
It's possible to let the path empty. Then the used path will be :
"/usr/local/data/datas/user/capture/$CHANNEL_ID$/screenshot_$IMAGE_ID$.jpg".

Advice
Use the macro $CHANNEL_NAME$ is recommended. Indeed, some image generators using multiple
images from multiple channels that recombine to create a single image to be sent to the projector.
Use this macro to capture each image from each channel of each image generator.

Advice
Use the macro $IMAGE_ID$ creates a unique name for each image capture. Very useful to be sure
not to delete a previous capture.

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Recording mode
Do not confuse
SkyExplorer recording mode and recording mode of supervision mode DomeManager are two
different things.

Principle
Recording mode captures a series of images, in order to make a video for example.
A record is a sequence of image capture.
However, it should set this record (FPS, duration) before starting.

Use
Initialize the registration with the command "SkyEx RecordMode Init" stating :
the FPS (frames per second). 25 Choose whether you want to make a movie for DVD or broadcast on PC,
the identifier of the first image capture (let 0),
the location of the captured images (same function as a single image capture, possible use of three macros);
Run the command "SkyEx RecordMode Start" set to start recording ;
Execute the following commands SkyExplorer producing the scene you want to save ;
Possibly run the command "SkyEx RecordMode End" . Registration ends in all cases after the time set with the
command "SkyEx RecordMode Init".

Macro $IMAGE_ID$ essential


The macro $IMAGE_ID$ is increased for each captured image, which makes essential use in the
writing of the location of the captured images.

Example

Remark
When recording, each machine does its work at its own rhythm. Execution speed depends mainly on
channels of content that will determine the size of the file to write.
Machines prefer recording images to display on the dome. This explains the fact that it can appear
jerky and out of sync.

Advice
You can check if the initial images were created immediately after the start of recording. This will
help you to locate a potential problem on the path specified in the boot order.

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The command "SkyEx Reinit System" should not be launched during the recording, it would lose
SkyExplorer informations about the current record.

25. Videos
It is possible to use a video wherever it is possible to use an image.
That mean it is possible use video textures for :
Milky way.
Messier objects.
graphical representations of constellations.
Sun.
planets.
planet rings.
satellites.
Insert objects.
comets.
It's possible to put a video SoHo for the Sun 2D, a video with sunspots for the sun 3D, etc.
If a 3D object (3ds model) has a video texture, it will be rendered on the screen.
Supported file formats (cf. Supported file formats)

Please note there are load calculations for decompression and display of real-time video, you must
follow some principles for this to work properly :
512x512 : prefer powers of 2 resolutions (512x512, 512x256, ...). It is the native resolution of the
simulator. PAL resolution 720x576 will be expanded to higher powers of 2 : in 1024x1024.
Putting such videos on "Insert" conic, it is not possible to have a 4/3 aspect. So use the "Insert"
spherical (10 ° to 20 ° for example).
25 frames/second : everything is possible at framerates but it is important to remember that the
screen refresh is at 75 frames/second. A video at 25 frames/second will be displayed correctly.
DivX 5.11 : SkyExplorer knows decompressing DivX 5.11.
No more than four videos : the simulator supports multiple simultaneous decompression, but it
seems reasonable to not exceed four.

You cannot use alpha channel video. That need some precautions.

The video start then it is triggered. It will be played with the specified framerate. It will end at the last frame.

Use HTTP streaming server

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SkyExplorer v3 Description

SkyExplorer can receive a video streamed by HTTP and display it in a texture.


Before you can receive this stream, you must first generate it. There are of course HTTP video streams on the
Internet, but our goal here is to generate our own stream.
Stream from Windows is interesting because most video devices on the market are suitable DirectShow interface
of Microsoft. This paper proposes some solutions for creating a streaming server over HTTP.

The machine which send the video flow must be on the same network as the machines in the cluster
(192.168.2.x).
Do not use the following IP addresses: 192.168.2.x with x from 1 to 20 and 192.168.2.250.

Create a streaming server with VLC media player


VLC media player is a multimedia player available on many platforms and managing many audio and video
formats. The latest software version for Windows is available at this address: VLC media player for Windows [
http://www.videolan.org/vlc/download-windows.html VLC media player for Windows] .
Open VLC media player.

Click on "Menu : Media → Stream..." or use the keyboard shortcut "Ctrl + s".

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Choose what will be the source of the video stream  : a file, a disk, a network or other stream capture device
(webcam, ...). Then click on the button "Stream" at the bottom of the window.

A window appears to configure the output stream.


Ignore the first step.
In the second step titled "Destinations" , select "HTTP" as a new destination, and then click "Add".

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SkyExplorer v3 Description

Activate transcoding and choose a profile like this:


Encapsulation method: MPEG-TS.
Video codecs MPEG-2 with a flow rate 2048kb/s and a scale of 1.
No audio codec.
No subtitles.

Click on "Stream".

Read a stream of HTTP streaming


IPADDRESS represent the IP address of the server machine. PORT represent the used port. Enter
"http://IPADDRESS:PORT" instead of the name of video file.

Example
You can use HTTP streaming flow "http://192.168.2.251:8080" in command "SkyEx Insert Texture".

Remark
There are other software to create a stream of HTTP streaming. With the same flow characteristics,
that should give the same result.

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26. Time Management Daemon


Generally, the user which control DomeManager also control 100% of SkyExplorer functionalities.
SkyExplorer has a service, also called daemon, which is the Time Management Daemon and assists the user in
movement time.
It can manipulate Earth factor rotation without jumping image at the reset time. It intercepts time commands and
modify them to use of the rotation factor with a transparent way to the user. It works only in Earth observation, in
the case of normal use of SkyEplorer.
There are two cases of interception :
defined movement.
stop.

Defined movement
This is the movement done when the user specify a precise date. In the supervision interface, that is the lower part
of the window of time management. In this case, the daemon changes the target date to make it compatible with a
jumpless reset. The duration is also affected to maintain the speed movement. Usually, the change is done in a
few fraction of seconds.

Stop
This is done using one of the two red squares in the window of time management. Daemon intercepts this order
and maintains the evolution of current time until you reach a date compatible with a jumpless reset.

Despite the many tests that have been done on this tool, it is potentially possible that the daemon
starts an extremely long simulator movement. In this case, the daemon stop (manually or using the
interface button) will force the movement stop.

27. Stereoscopy
Distance between the two cameras
To create a view in relief, it is necessary to have two cameras (two points of view) that watch the same object.
Both cameras are separated by a distance which is adjustable.
To have a correct 3D effect, it is necessary that the distance between the two cameras is not too big and not too
small. This parameters must be correct :
distance between the object and the observer.
visible object size.

Unit of distance
meter

Example
For example, for the Earth, a distance LBR with R=3, takes about a distance of 100,000 meters.

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SkyExplorer v3 Description

For Saturn, at the same distance, you need a spacing of about 1,000,000 meters.

Angle between the two cameras


The optical axes of the two cameras converge at a focal point. Objects behind that point will appear to be behind
the screen as opposed to objects in front of the point which they seem to appear on the screen.
Two configurations are possible:
parallel cameras.
converging cameras.

Parallel cameras
The focus angle can be set to 0 to make the two cameras parallel. In this configuration, the objects appearing to
infinity gives the impression of being at the same level as the screen.

Converging cameras
Specifying an angle less than 5 degrees, it is possible to play with the depth of the screen. The objects appearing
to infinity will appear to be behind the screen.

Unit of angle
degree

Default angle
0.23

Advice
Set this parameter only one time at the show beginning.

Follow the target


Current technology does not have a compatible stereo in all the screen. That is why it is necessary to specify
where the 3D effect is optimal.
For this we use the SkyExplorer Target.
Mode "Active Target" makes active stereoscopy point where the Target.
You can disable this mode to active stereoscopy is in front of spectators. Wherever the target point.

"Target" mode by default


activated

Target (cf. Target)

Automatic adjustment of the distance between the two cameras


Mode "Tracking" can leave SkyExplorer compute and adjust the distance between the cameras when traveling.
To use this function, you must also specify the object you are looking at using the command "Position Tracking".

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Examples
You look at the Earth (view from space) and your "Position Tracking" also points on Earth. If you
move around the Earth or away from you, stereoscopy will be calculated automatically and will
correct any distance.
It is also possible to use this function to change the body and go from Earth to Mars. During your trip
Earth-Mars, then you need to change the tracking to point to Mars.

"Tracking" mode by default


deactivated

Ratio
The ratio is used to set the distance between your cameras, which will be calculated by the tracking mode.
It is advisable to adjust at first and then make your move. Normally, once set, it is not necessary to change this
setting during the show.

Default ratio
0.01

Some cases to know


The stereo tracking point on Earth. The moon passes between the observer and the Earth. Then it
is highly likely that this scene is uncomfortable to watch in stereo. Should then change your point
for tracking the moon, the time it appears on the screen, then return to Earth.
The same idea as the previous stereo tracking point on the Earth. The observer is close to the
ground to see a mountain in 3D. Watched as the object (mountain) is not on the same scale as the
pointed object (the Earth), it is not calculated automatically correct stereo. It would then create a
place for 2D tracking can be hung stereo, or use the manual mode to select the distance between
cameras.
This also applies to the rings of Saturn.

28. Supported file formats


Video
avi
flv
mpg
mov

Font
ttf

3D model

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SkyExplorer v3 Description

Format Origin Remarks

attr

3dc

3ds 3D Studio Recommended format for SkyExplorer v2.

asc 3D Studio ASCII export format of 3D Studio.

c3xml Chem Office Format describing the position of atoms in a molecule.

cmod Celestia The cmod can be binary or ascii. The simulator support ONLY ascii
files. It is possible to convert binary files cmod to cmod ascii using a
command line software called cmodifix downloaded from the
Celestia website.

dae Collada

dxf Solid Works

lw, lws, lwo LightWave

obj Maya

flt Open Flight

osg, ive OpenSceneGraph Recommended format for SkyExplorer v3.

ply

sta

stl

x DirectX Format badly loaded by SkyExplorer and to avoid as much as


possible

Advice
The 3D file format we recommend for SkyExplorer v3 is ive: OpenSceneGraph binary native format.
It is possible to convert any file format to ive. But it will certainly lost information compared to the
original model. It is recommended to directly export ive 3D models from a modeler, if of course
plug'in export exists for it.
Here is the list of export plug'ins osg/ive modeler available:

Modeler Exporter

3DS Max osgExp

Maya Maya2OSG

Blender OSG Exporter

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Export osg/ive plug'ins list for modeler

Remarks
There is no exporter osg/ive for Lightwave. In this case, users will have no choice but to generate
lws, lwo and import it directly into SkyExplorer v3.
The only exporter that we tested is the one for 3DS Max.
In a more or less distant future, with SkyExplorer v3, we should provide the client software forgeo
able to optimize meshes from the exporters listed above.

Screenshot
jpg
png
bmp
tiff

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SkyExplorer v3 Commands

Chapter 2
Commands

1
Date (cf. Date)

2
Position (cf. Position)

3
Orientation and Target (cf. Orientation and Target)

4
2DPlace (cf. 2DPlace)

5
Stars (cf. Stars)

6
Constellations (cf. Constellations)

7
Sun (cf. Sun)

8
Planets (cf. Planets)

9
Dwarf Planet (cf. Dwarf Planet)

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Commands SkyExplorer v3

10
Satellites (cf. Satellites)

11
Insert (cf. Insert)

12
TextInsert (cf. TextInsert)

13
Label Manager (cf. Label Manager)

14
LUTs (cf. LUTs)

15
Marks (cf. Marks)

16
Shooting Stars (cf. Shooting Stars)

17
Comets (cf. Comets)

18
Asteroids (cf. Asteroids)

19
Insert3D (cf. Insert3D)

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SkyExplorer v3 Commands

20
Scene Graph (cf. Scene Graph)

1. Date
SkyEx ObsDate
Set the date.

Parameters :
Format: select the date format in GMT (you can use the calendar and set the time) or in Julian days. The
window changes according to the selected format.
Relative or absolute: choose whether your date is absolute or relative to the current date. The symbols [i]"+"[/i]
or[i]"-"[/i] before the date and time fields appear only if you select a relative change, click the icon to change
the sign.

Trick
Use the absolute GMT date : 00/00/0000-00:00:00 to use the system's date and time.
Use the absolute GMT date : 00/00/0000-xx:yy:zz to use the system's date with the time xx :yy :zz.

SkyEx StoreDate
Store the current date.
The dates are stored stacked. It is therefore possible to store multiple dates.

SkyEx RestoreDate

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Commands SkyExplorer v3

Restore the date stored with "SkyEx StoreDate".


Dates restored are popped from the stack built with "SkyEx StoreDate".

2. Position
SkyEx ObsPos
Set the position of the observer.

Select a body in the tree and then set a snapping port and a position in XYZ or LBR coordinates.
Observer Position (cf. Observer Position)

SkyEx ObsPos_1
Modify L (for LBR coordinates) or X (for XYZ coordinates).
Observer Position (cf. Observer Position)

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SkyEx ObsPos_2
Modify B (for LBR coordinates) or Y (for XYZ coordinates).
Observer Position (cf. Observer Position)

SkyEx ObsPos_3
Modify R (for LBR coordinates) or Z (for XYZ coordinates).
Observer Position (cf. Observer Position)

3. Orientation and Target


SkyEx ObsOri
Set the point the observer is looking at.
The observed point is defined with respect to the body / port to which the observer is attached.

Specify the observed point from the body/port of the observer by entering values ​C1, C2, C3 in either XYZ or
HPR coordinates depending on the type of coordinates used.
Observer Orientation (cf. Observer Orientation)

The body or port observed is not used in this command. Use "SkyEx_V3 ObsOri" to look at a specific
body/port.

SkyEx_V3 ObsOri
Work the same way as "SkyEx ObsOri" with the possibility to select the body to observe.
The observed point is defined with respect to the body/port observed.

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Specify the observed point from the body/port of the observer by entering values ​C1, C2, C3 in either XYZ or
HPR coordinates depending on the type of coordinates used.
Observer Orientation (cf. Observer Orientation)

SkyEx ObsOri_1
Modify L (for LBR coordinates) or X (for XYZ coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx ObsOri_2
Modify B (for LBR coordinates) or Y (for XYZ coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx ObsOri_3
Modify R (for LBR coordinates) or Z (for XYZ coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx_V3 ObsOri_1
Modify L (for LBRD coordinates) or X (for XYZR coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx_V3 ObsOri_2
Modify B (for LBRD coordinates) or Y (for XYZR coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx_V3 ObsOri_3
Modify R (for LBRD coordinates) or Z (for XYZR coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx_V3 ObsOri_4
Modify D (for LBRD coordinates) or R (for XYZR coordinates).
Observer Orientation (cf. Observer Orientation)

SkyEx StoreOri
Store the current orientation.

SkyEx RestoreOri
Restore the date stored with "SkyEx StoreOri".

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SkyEx Target
Modify the azimuth and altitude of the Target point.

Both parameters are expressed in degrees.


Target (cf. Target)

SkyEx Target Azimuth


Modify the Target point's azimuth
Target (cf. Target)

SkyEx Target Altitude


Modify the Target point's altitude
Target (cf. Target)

SkyEx Obs Mode Trace


Enable or disable trace mode.
Trace mode (cf. Trace mode)

4. 2DPlace
SkyEx 2DPlace Position
Set the position of a 2DPlace on the body it's snapped on.
The order "SkyEx SceneGraph Ajouter" must be used in order to snapped the 2DPlace to a Body/Port.

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Commands SkyExplorer v3

Bodies (cf. Bodies)


Snapping ports (cf. Snapping ports)

SkyEx 2DPlace longitude


Set the longitude of a 2DPlace.
Bodies (cf. Bodies)
Snapping ports (cf. Snapping ports)

SkyEx 2DPlace Latitude


Set the latitude of a 2DPlace.
Bodies (cf. Bodies)
Snapping ports (cf. Snapping ports)

SkyEx 2DPlace Altitude


Set the altitude of a 2DPlace.
Bodies (cf. Bodies)

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SkyExplorer v3 Commands

Snapping ports (cf. Snapping ports)

5. Stars
SkyEx Stars Static
Enable or disable twinkling and proper motion of stars.

SkyEx Stars Intensity


Set stars intensity.
The intensity ranges between 0 and 1.

SkyEx Stars Color


Set the saturation color of stars.
The "Factor" parameter must be positive or zero :
0 : no color, stars are represented in shades of gray.
1 : default colors defined in the Hipparcos catalog.
>1 : color saturation.

SkyEx Assign LUT


Bind a LUT object to stars.
The LUT maps the magnitude of a star with a representation factor. The higher the factor, the bigger and brighter
the star. The smaller the factor, the smaller and dimmer the star.
LUTs (cf. LUTs)

SkyEx Stars Twinkling Amplitude


Set the twinkling amplitude of stars.
Stars (cf. Stars)

SkyEx Stars Tycho Intensity


Set the intensity of the stars from the Tycho catalog.
The intensity ranges between 0 and 1.

SkyEx Stars Add Label Manager


Add one or more Messiers to a label Manager.
Label Manager (cf. Label Manager)

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Commands SkyExplorer v3

SkyEx Stars Remove Label Manager


Remove one or more messiers from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Stars Default Label Manager Intensity


Set the intensity of one or more Messiers default labels.

SkyEx Stars Default Label Manager Color


Set the color of one or more Messiers default labels.
Color (cf. Color)

SkyEx Stars Default Label Manager Size Min


Set the minimum size of one or more Messiers default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).

SkyEx Stars Default Label Manager Size Max


Set the maximum size of one or more Messiers default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).

SkyEx Stars Pointer Intensity


Set up the star pointer intensity.
This value must be positive or null.

SkyEx Stars Pointer Color


Set up the star pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Stars Pointer Type


Command use to change star pointer shape like plane or 3D object.

SkyEx Stars Pointer Size


Define the apparent size of star pointer.
This value must be positive or null.

SkyEx_V3 Galaxy ModelSet

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Set the image representing the Milky Way.

SkyEx Galaxy Intensity


Set the intensity of the Milky Way.
The intensity ranges between 0 and 1.

SkyEx_V3 Galaxy 2D Intensity


Set the intensity of the Milky Way when viewed from the inside.
The intensity ranges between 0 and 1.

SkyEx_V3 Galaxy 3D Intensity


Set the intensity of the Milky Way when viewed from the outside.
The intensity ranges between 0 and 1.

SkyEx_V3 Galaxy Video Control


Control the playback of the video specified with "SkyEx_V3 Galaxy ModelSet" .

SkyEx_V3 Galaxy 2D Preload


Load immediately the texture of the Milky Way as seen from the inside. It prevents the texture from being shown
with intermediate qualities.

SkyEx_V3 Galaxy 3D Preload


Load immediately the texture of the Milky Way as seen from the outside. It prevents the texture from being
shown with intermediate qualities.

SkyEx Galaxy Add Label Manager


Add one or more Messiers to a label Manager.
Label Manager (cf. Label Manager)

SkyEx Galaxy Remove Label Manager


Remove one or more messiers from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Galaxy Default Label Manager Intensity


Set the intensity of one or more Messiers default labels.
Label Manager (cf. Label Manager)

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Commands SkyExplorer v3

SkyEx Default Galaxy Label Manager Color


Set the color of one or more Messiers default labels.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Default Galaxy Label Manager Size Min


Set the minimum size of one or more Messiers default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Default Galaxy Label Manager Size Max


Set the maximum size of one or more Messiers default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Galaxy Pointer Intensity


Set up the Milky Way pointer intensity.
This value must be positive or null.

SkyEx Galaxy Pointer Color


Set up the Milky Way pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Galaxy Pointer Type


Command use to change Milky Way pointer shape like plane or 3D object.

SkyEx_V3 Messier Preload


Load immediately the texture of the Messier.
It prevents the texture from being shown with intermediate qualities.

SkyEx Messier 2D Intensity


Set the intensity of one or several Messier 2D
The intensity ranges between 0 and 1.

SkyEx Galaxy Pointer Size

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Define the apparent size of galaxy pointer.


This value must be positive or null.

SkyEx Messier 2D Manual Position


Manually set the position of one or several Messier 2D.
The position is given using azimuth, altitude and roll. Angles are in degrees.

SkyEx Messier 2D Manual Size


Set the size of one or several Messier 2D.
Size is positive or zero. The default value is 1 and gives the actual size of the object.

SkyEx Messier 2D Color


Set the color of one or more Messier 2D.
Color (cf. Color)

SkyEx Messier 2D AutoRepr


Load the default representation of one or more Messier 2D.

SkyEx Messier 2D Manual Texture


Set an image or video to use as a texture or more 2D objects Messier.
The default texture is no longer used and is replaced by the texture specified. You can use the command "SkyEx
Messier 2D Manual Position" et "SkyEx Messier 2D Manual Size" calibrate the overlay you want to use.
Use the command "SkyEx Messier 2D AutoRepr" to restore the default texture and parameters of the Messier 2D.

SkyEx_V3 Messier Video Control


Control the playback of the video specified with "SkyEx_V3 Messier 2D Manual Texture".

SkyEx Messier Add Label Manager


Add one or more Messiers to a label Manager.
Label Manager (cf. Label Manager)

SkyEx Messier Remove Label Manager


Remove one or more messiers from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Messier Default Label Manager Intensity

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Commands SkyExplorer v3

Set the intensity of one or more Messiers default labels.


Label Manager (cf. Label Manager)

SkyEx Messier Default Label Manager Color


Set the color of one or more Messiers default labels.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Messier Default Label Manager Min Size


Set the minimum size of one or more Messiers default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Messier Default Label Manager Size Max


Set the maximum size of one or more Messiers default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Massier Pointer Intensity


Set up the messier pointer intensity.
This value must be positive or null.

SkyEx Messier Pointer Color


Set up the messier pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Messier Pointer Type


Command use to change messier pointer shape like plane or 3D object.

SkyEx Messier Pointer Size


Define the apparent size of messier pointer.
This value must be positive or null.

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6. Constellations
SkyEx Constell. Line Instensity
Set intensity of the line representation for one or more constellations.
The intensity value ranges between 0 and 1.

SkyEx Constell. Line Color


Set the color of the line representation for one or more constellations.
Color (cf. Color)

SkyEx Constell. Line Thickness


Set the thickness of the line representation for one or more constellations.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Constell. Line Adv. Prop.


Define the advanced properties of the line representation for one or more constellations.
You can enable/disable antialiasing (i.e. making the lines smoother).

SkyEx Constell. Limit Intensity


Set intensity of the boundaries for one or more constellations.
The intensity value ranges between 0 and 1.

SkyEx Constell. Limit Color


Set the color of the boundaries for one or more constellations.
Color (cf. Color)

SkyEx Constell. Limit Thickness


Set the thickness of the boundaries for one or more constellations.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Constell. Limit Adv. Prop.


Define the advanced properties of the boundaries for one or more constellations.
You can enable/disable antialiasing (i.e. making the lines smoother).

SkyEx Constell. Graph. Intensity

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Set the intensity of the graphic representation for one or more constellations.
The intensity value ranges between 0 and 1.

SkyEx Constell. Graph. Color


Set the color of the graphical representation for one or more constellations.
Color (cf. Color)

SkyEx Constell. Graph. AutoRepr


Restore the default graphical representation for one or more constellations.

SkyEx Constell. Graph. Manual Texture


Specify an image to use as a texture for one or more constellations.
The default texture is no longer used and is replaced by the texture specified. Please use the manual orders to
adjust.

SkyEx Constell. Graph. Manual Position


Set the position of the graphical representation for one or more constellations.
The position is given using azimuth, altitude and roll. Angles are in degrees.

SkyEx Constell. Graph. Manual Size


Set the size of the graph for one or more constellations when you use the manual representation.
The size value can be positive or zero.

SkyEx_V3 Constell. Graph. Video Control


Control the playback of the video specified with "SkyEx Constell. Graph. Manual Texture".

SkyEx Constell. Graph. KeyColor


Define the color that is considered transparent.
You can define a tolerance threshold in order to mark as transparent all pixels with color close to the key color.
This principle is valid for all orders handling a color key.

Exception
If a gray image encoded with 8 bits per pixel is used as a texture constellation, the gray level of pixels
is interpreted as opacity and the color key has no effect.
This command has no effect until the texture of the constellation is replaced by a RGB or RGBA
texture.

SkyEx Constell. Name Intensity

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Set the intensity of the label for one or more constellations.


The intensity value ranges between 0 and 1.

SkyEx Constell. Name Size


Set the size of the label for one or more constellations.
The size value can be positive or zero.

SkyEx Constell. Name Color


Set the color of the label for one or more constellations.
Color (cf. Color)

SkyEx Constell. Name Language


Set the language in which the label is displayed for one or more constellations.

SkyEx Constell. Name Position


Define the position of the label for one or more constellations..

SkyEx_V3 Constell. Name Font


Set the font name for one or more constellations.
Supported file formats (cf. Supported file formats)

SkyEx ConstellGrp Add Constell.


Add a constellation to a ConstellGrp set.

SkyEx ConstellGrp Remove Constell.


Remove a constellation from a ConstellGrp object.

SkyEx ConstellGrp Clear


Clear all constellations from a ConstellGrp object.

SkyEx ConstellGrp Copy ConstellGrp


Copy the content of a ConstellGrp object into another one.

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Commands SkyExplorer v3

7. Sun
SkyEx_V3 Sun Preload
Load immediately the textures of the Sun. It prevents the texture from being shown with intermediate qualities.

SkyEx_V3 Sun ModelSet


Select the texture of the Sun.
You can select the default textures or a use custom texture.
You can offset the texture using the angle parameter "Off. Tex".its value ranges from -1 to 1 :
if "Off. Tex" is 0.5, the texture does a half turn in the West-Est direction.
if "Off. Tex" is -1 or 1 : the texture does a full turn.
Default value of "Off. Tex" is 0.

SkyEx_V3 Sun Video Control


Control the playback of the video specified with "SkyEx_V3 Sun ModelSet".

SkyEx Sun Intensity


Set the sun intensity.
The intensity value ranges from 0 to 1.

SkyEx Sun Size


Set the sun size.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx Sun Color


Set the sun color.
Color (cf. Color)

SkyEx Sun Trajectory Intensity


Set the intensity of the trajectory of the sun.
The intensity value ranges from 0 to 1.

SkyEx Sun Trajectory Color


Set the color of the trajectory of the sun.
Color (cf. Color)

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SkyEx Sun Trajectory Frequency


Set acquisition frequency of the trajectory of the sun.
A frequency of 0 stops the acquisition and the trajectory is fixed.
A frequency of -1 resets the acquisition and the trajectory is cleared.
Trajectories (cf. Trajectories)

SkyEx Sun Trajectory Thickness


Set the thickness of the sun's trajectory.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx_V3 Sun Add Label Manager


Add the sun to a label Manager.
Label Manager (cf. Label Manager)

SkyEx_V3 Sun Remove Label Manager


Remove the sun from a label Manager.
Label Manager (cf. Label Manager)

SkyEx_V3 Sun Default Label Manager Intensity


Set the intensity of the sun default label.
Label Manager (cf. Label Manager)

SkyEx_V3 Sun Default Label Manager Color


Set the color of the sun default label.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx_V3 Sun Default Label Manager Size Min


Set the minimum size of sun default label.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx_V3 Sun Default Label Manager Size Max


Set the maximum size of sun default label.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

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Commands SkyExplorer v3

8. Planets
SkyEx_V3 Planet Preload Terrain
Load immediately the textures of the planet. It prevents the texture from being shown with intermediate qualities.

SkyEx_V3 Planet Terrain Intensity


Set intensity of the terrain for one or more planets.
The current value ranges between 0 and 1.

SkyEx_V3 Planet Cloud Intensity


Set intensity of the clouds for one or more planets.
The current value ranges between 0 and 1.

SkyEx_V3 Planet Atmosphere Intensity


Set intensity of the atmosphere boundary for one or more planets.
The current value ranges between 0 and 1.

SkyEx_V3 Planet Ring Intensity


Set intensity of the rings for one or more planets.
The current value ranges between 0 and 1.

SkyEx_V3 Planet ModelSet


Select the texture of the planets.
You can select the default textures or a use custom texture.
You can offset the texture using the angle parameter "Off. Tex".its value ranges from -1 to 1 :
if "Off. Tex" is 0.5, the texture does a half turn in the West-Est direction.
if "Off. Tex" is -1 or 1 : the texture does a full turn.
Default value of "Off. Tex" is 0.

SkyEx_V3 Planet Video Control


Control the playback of the video specified with "SkyEx_V3 Planet ModelSet".

SkyEx Planet Revolution Factor


Set the factor of revolution of one or more planets.

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Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx Planet Reset Revolution Factor


Reset the position of one or more planets when the factor of revolution was changed during the simulation.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx Planet Rotation Factor


Set the rotation factor of one or more planets.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx Planet Reset Rotation Factor


Reset the position of one or more planets when the rotation factor was changed during the simulation.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx Planet Intensity


Set intensity for one or more planets.
The current value ranges between 0 and 1.

SkyEx Planet Size


Set the size of one or more planets.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx Planet Dot Saturation


Set the saturation (i.e. the vibrancy and purity of the color) of one or more planets when they are represented by a
point.

SkyEx_V3 Planet Dot Intensity


Set the intensity of one or more planets when they are represented by a point.

SkyEx Planet Assign LUT


Bind a LUT object to one or more Planets. The LUT is used in point mode to define the representation of the
Planet by a point.

SkyEx Planet Orbit Intensity


Set the intensity of the orbit of one or more planets.
The current value ranges between 0 and 1.

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SkyEx Planet Orbit Color


Set the color of the orbit of one or more planets.
Color (cf. Color)

SkyEx Planet Orbit Adv. Prop.


Define the advanced properties of the orbit of one or more planets.
You can enable or disable antialiasing (i.e. making the lines smoother).

SkyEx Planet Orbit Thickness


Set the thickness of the orbit for one or more Planets.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx_V3 Planet Orbit Scale Factor


Set the scale of the orbit of one or more planets.

SkyEx Planet Trajectory Intensity


Set the intensity of the trajectory of the one or more planets.
The current value ranges between 0 and 1.

SkyEx Planet Trajectory Color


Set the color of the trajectory of one or more planets.
Color (cf. Color)

SkyEx Planet Trajectory Frequency


Set acquisition frequency of the trajectory of one or mode planets.
A frequency of 0 stops the acquisition and the trajectory is fixed.
A frequency of -1 resets the acquisition and the trajectory is cleared.
Trajectories (cf. Trajectories)

SkyEx Planet Trajectory Thickness


Set the thickness of the trajectory of one or more planets.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Planet Shadow Strength


Set the intensity of the shadow of one or more planets.
The current value ranges between 0 and 1.

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SkyEx Planet Shadow Color


Set the shade color of one or more planets.
The color is applied to the texture of the planet. Shadow color has no effect if shadow intensity is zero or one. If
you set intensity to 0, no shadow is projected. If you set intensity to 1, the shadow is completely black. If you set
intermediate intensity, you can see the color of the shadow.
Color (cf. Color)

SkyEx Planet Shadow Contrast


Set the shadow contrast of one or more planets.
When the contrast of the shadow is 0, the shadow is cast over the entire surface of the planet. The higher the
contrast and the sharper the transition between light and shadow.

SkyEx_V3 Planet Specular Water Intensity


Set the intensity of light reflections on water for the Earth.
The current value ranges between 0 and 1.

Examples

Water intensity: 0

Water intensity: 1

Water intensity: 10

Does not work with all Earth ModelSets.

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SkyEx_V3 Planet Specular Water Brightness


Set the contrast between light rays reflected from the earth's water.

Example

Water brightness: 10

Water brightness: 100

Does not work with all Earth ModelSets.

SkyEx_V3 Planet Night Light Intensity


Set the intensity of cities lights at night for the Earth.
The current value ranges between 0 and 1.

Example

Nigthty lights intensity: 0

Nighty lights intensity: 10

Does not work with all Earth ModelSets.

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SkyEx_V3 Planet Night Light Intensity


Set the color of cities lights at night for the Earth.
Color (cf. Color)

Does not work with all Earth ModelSets.

SkyEx_V3 Planet Scattering Intensity


Set the intensity of the atmosphere of one or more planets.
The current value ranges between 0 and 1.
The default value is 0.8.

SkyEx_V3 Planet Scale Elevation


Allows to modify the elevation scale of reliefs of one or more planets.

Example : Alps

Relief elevation scale: 0

Relief elevation scale: 1

Relief elevation scale: 2

Does not work with all Earth ModelSets.

SkyEx_V3 Planet Color Grad. Topo.

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Set an image representing the elevation color for the topography Modelset.

SkyEx_V3 Planet Shadow Smooth


Set the smoothness of the shadows casted by the Proland model. For example, the shadow of the Alps on Lake
Leman.
The "Shadow Smooth" parameter default is 0.1.

SkyEx Planet Add Label Manager


Add one or more Planets to a label Manager.
Label Manager (cf. Label Manager)

SkyEx Planet Remove Label Manager


Remove one or more Planets from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Planet Default Label Manager Intensity


Set the intensity of one or more planets default label.
Label Manager (cf. Label Manager)

SkyEx Planet Default Label Manager Color


Set the color of one or more planets default label.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Planet Default Label Manager Min Size


Set the minimum size of one or more Planets default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).

SkyEx Planet Default Label Manager Size Max


Set the maximum size of one or more Planets default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Planet Pointer Intensity


Set up the planet pointer intensity.
This value must be positive or null.

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SkyEx Planet Pointer Color


Set up the planet pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Planet Pointer Type


Command use to change planet pointer shape like plane or 3D object.

SkyEx Planet Pointer Size


Define the apparent size of planet pointer.
This value must be positive or null.

9. Dwarf Planet
SkyEx_V3 Dwarf Planet Preload
Load immediately the textures of the dwarf planet. It prevents the texture from being shown with intermediate
qualities.

SkyEx_V3 Dwarf Planet Video Control


Control the playback of the texture video.

SkyEx_V3 Dwarf Planet Revolution Factor


Set the factor of revolution of one or more dwarves planets.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx_V3 Dwarf Planet Reset Revolution Factor


Reset the position of one or more dwarves planets when the factor of revolution was changed during the
simulation.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx_V3 Dwarf Planet Rotation Factor


Set the rotation factor of one or more dwarves planets.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx_V3 Dwarf Planet Reset Rotation Factor

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Reset the position of one or more dwarves planets when the rotation factor was changed during the simulation.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx_V3 Dwarf Planet Intensity


Set intensity for one or more dwarves planets.
The intensity value ranges between 0 and 1.

SkyEx_V3 Dwarf Planet Size


Set the size of one or more dwarves planets.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx_V3 Dwarf Planet Dot Saturation


Set the saturation (i.e. the vibrancy and purity of the color) of one or more dwarves planets when they are
represented by a point.

SkyEx_V3 Dwarf Planet Dot Intensity


Set the intensity of one or more planets when they are represented by a point.

SkyEx_V3 Dwarf Planet Assign LUT


Bind a LUT object to one or more dwarves planets. The LUT is used in point mode to define the representation of
the dwarf planet by a point.

SkyEx_V3 Dwarf Planet Orbit Intensity


Set the intensity of the orbit of one or more dwarves planets.
The intensity value ranges between 0 and 1.

SkyEx_V3 Dwarf Planet Orbit Color


Set the color of the orbit of one or more dwarf planets.
Color (cf. Color)

SkyEx_V3 Dwarf Planet Orbit Adv. Prop.


Define the advanced properties of the orbit of one or more dwarves planets.
You can enable or disable antialiasing (i.e. making the lines smoother).

SkyEx_V3 Dwarf Planet Orbit Thickness


Set the thickness of the orbit for one or more dwarves planets.

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Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx_V3 Dwarf Planet Orbit Scale Factor


Set the scale of the orbit of one or more dwarves planets.

SkyEx_V3 Dwarf Planet Trajectory Intensity


Set the intensity of the trajectory of the one or more dwarves planets.
The intensity value ranges between 0 and 1.

SkyEx_V3 Dwarf Planet Trajectory Color


Set the color of the trajectory of one or more dwarves planets.
Color (cf. Color)

SkyEx_V3 Dwarf Planet Trajectory Frequency


Set acquisition frequency of the trajectory of one or mode dwarves planets.
A frequency of 0 stops the acquisition and the trajectory is fixed.
A frequency of -1 resets the acquisition and the trajectory is cleared.
Trajectories (cf. Trajectories)

SkyEx_V3 Dwarf Planet Trajectory Thickness


Set the thickness of the trajectory of one or more dwarves planets.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx_V3 Dwarf Planet Shadow Strength


Set the intensity of the shadow of one or more dwarves planets.
The intensity value ranges between 0 and 1.

SkyEx_V3 Dwarf Planet Shadow Color


Set the shade color of one or more dwarves planets.
Color (cf. Color)

SkyEx_V3 Dwarf Planet Shadow Contrast


Set the shadow contrast of one or more dwarves planets.
When the contrast of the shadow is 0, the shadow is cast over the entire surface of the dwarf planet. The higher
the contrast and the sharper the transition between light and shadow.

SkyEx Dwarf Planet Add Label Manager

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Add one or more dwarves planets to a label Manager.


Label Manager (cf. Label Manager)

SkyEx Dwarf Planet Remove Label Manager


Remove one or more dwarves planets from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Dwarf Planet Default Label Manager Intensity


Set the intensity one or more dwarves planets default label.
Label Manager (cf. Label Manager)

SkyEx Dwarf Planet Default Label Manager Color


Set the color of one or more dwarves planets default label.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Dwarf Planet Default Label Manager Min Size


Set the minimum size of one or more dwarves planets default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Dwarf Planet Default Label Manager Size Max


Set the maximum size of one or more dwarves planets default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Dwarf Planet Pointer Intensity


Set up the dwarf planet pointer intensity.
This value must be positive or null.

SkyEx Dwarf Planet Pointer Color


Set up the dwarf planet pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Dwarf Planet Pointer Type

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Command use to change dwarf planet pointer shape like plane or 3D object.

SkyEx Dwarf Planet Pointer Size


Define the apparent size of dwarf planet pointer.
This value must be positive or null.

10. Satellites
SkyEx_V3 Satellite Preload
Load immediately the textures of the Satellite. It prevents the texture from being shown with intermediate
qualities.

SkyEx_V3 Satellite Terrain Intensity


Set intensity of the terrain for one or more satellite.
The intensity value ranges between 0 and 1.

SkyEx_V3 Satellite Cloud Intensity


Set intensity of the clouds for one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx_V3 Satellite Atmosphere Intensity


Set intensity of the atmosphere boundary for one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx_V3 Satellite Ring Intensity


Set intensity of the rings for one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx_V3 Satellite ModelSet


Select the texture of the satellite.
You can select the default textures or a use custom texture. You can also offset the texture using the angle
parameter "Off. Tex".

SkyEx_V3 Satellite Video Control


Control the playback of the video specified with "SkyEx_V3 Satellite ModelSet".

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SkyEx Satellite Revolution Factor


Set the factor of revolution of one or more satellites.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx Satellite Reset Revolution Factor


Reset the position of one or more satellites when the factor of revolution was changed during the simulation.
Revolution and rotation ratio (cf. Revolution and rotation ratio)

SkyEx Satellite Intensity


Set intensity for one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx Satellite Size


Set the size of one or more satellites.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx_V3 Satellite Dot Saturation


Set the saturation (i.e. the vibrancy and purity of the color) of one or more satellites when they are represented by
a point.

SkyEx_V3 Satellite Dot Intensity


Set the intensity of one or more satellites when they are represented by a point.

SkyEx Satellite Assign LUT


Bind a LUT object to one or more satellites. The LUT is used in point mode to define the representation of the
satellite by a point.

SkyEx Satellite Orbit Intensity


Set the intensity of the orbit of one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx Satellite Orbit Color


Set the color of the orbit of one or more satellites.
Color (cf. Color)

SkyEx Satellite Orbit Adv. Prop.

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Define the advanced properties of the orbit of one or more satellites.


You can enable or disable antialiasing (i.e. making the lines smoother).

SkyEx Satellite Orbit Thickness


Set the thickness of the orbit for one or more satellites.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Satellite Orbit Scale Factor


Set the scale of the orbit of one or more satellites.

SkyEx Satellite Trajectory Intensity


Set the intensity of the trajectory of the one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx Satellite Trajectory Color


Set the color of the trajectory of one or more satellites.
Color (cf. Color)

SkyEx Satellite Trajectory Frequency


Set acquisition frequency of the trajectory of one or mode satellites.
A frequency of 0 stops the acquisition and the trajectory is fixed.
A frequency of -1 resets the acquisition and the trajectory is cleared.
Trajectories (cf. Trajectories)

SkyEx Satellite Trajectory Thickness


Set the thickness of the trajectory of one or more satellites.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Satellite Shadow Strength


Set the intensity of the shadow of one or more satellites.
The intensity value ranges between 0 and 1.

SkyEx Satellite Shadow Color


Set the shade color of one or more satellites.
Color (cf. Color)

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SkyEx Satellite Shadow Contrast


Set the shadow contrast of one or more satellites.
When the contrast of the shadow is 0, the shadow is cast over the entire surface of the satellite. The higher the
contrast and the sharper the transition between light and shadow.

SkyEx_V3 Satellite Scale Elevation


Allow to modify the elevation scale of reliefs of one or more satellites.

SkyEx_V3 Satellite Color Grad. Topo.


Set an image representing the elevation color for the topography Modelset.

SkyEx_V3 Satellite Shadow Smooth


Set the smoothness of the shadows casted by the Proland model. For example, the shadow of the moon reliefs on
the ground.
The "Shadow Smooth" parameter default is 0.1.

SkyEx Satellite Add Label Manager


Add one or more satellites to a label Manager.
Label Manager (cf. Label Manager)

SkyEx Satellite Remove Label Manager


Remove one or more satellites from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Satellite Default Label Manager Intensity


Set the intensity of one or more satellites default label.
Label Manager (cf. Label Manager)

SkyEx Satellite Default Label Manager Intensity


Set the color of one or more satellites default label.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Satellite Default Label Manager Min Size


Set the minimum size of one or more satellites default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).

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Label Manager (cf. Label Manager)

SkyEx Satellite Default Label Manager Size Max


Set the maximum size of one or more satellites default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Satellite Pointer Intensity


Set up the satellite pointer intensity.
This value must be positive or null.

SkyEx Satellite Pointer Color


Set up the satellite pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Satellite Pointer Type


Command use to change satellite pointer shape like plane or 3D object.

SkyEx Satellite Pointer Size


Define the apparent size of satellite pointer.
This value must be positive or null.

11. Insert
SkyEx Insert Wizard
Add an Insert in the scene using a wizard. The addition of multiple orders is handled automatically by the wizard.
"Insert" objects (cf. "Insert" objects)

SkyEx Wizard Extinction


Remove an Insert from the scene using a wizard.

SkyEx Insert Texture


Set the image used by an Insert.

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Network flow
To use a video stream simply enter the address of the feed such as "http://192.168.2.25 :1234".
Please refer to the video streaming documentation for more informations.

SkyEx Insert Type


Select the representation type of one or more Inserts :
Conic : rectangular.
Panoramic : cylindrical.
Spheric : spherical.
Then select the orientation of the image (inside, outside).
The outside orientation is the default representation, it displays the image as viewed from the outside.
The inside orientation displays the image as viewed from the inside of a virtual sphere. This is the case when the
image is attached to the observer.

SkyEx_V3 Insert Video Control


Control the playback of the video specified with "SkyEx_V3 Insert Texture".

SkyEx Insert Intensity


Set intensity of one or more Inserts.
The intensity ranges between 0 and 1.

SkyEx Insert Opacity


Set the opacity of one or more Inserts.
The opacity ranges between 0 and 1.

SkyEx Insert Position


Set the position of an Insert (giving its azimuth, altitude and roll) with respect to the body/port it is attached to.
In the case of spherical or panoramic Insert, only the roll parameter is effective.

SkyEx Insert Distance


Set the distance from the Insert to the body/port it is attached to.
The distance unit is the one used by the body/port.
In the case of spherical or panoramic Insert, this command changes the radius of the sphere or cylinder.

SkyEx Insert Size


Set the size of one or more Inserts.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

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In the case of spherical or panoramic Insert, this command has no effect.

SkyEx Insert Color


Set the color of one or more Inserts.
Color (cf. Color)

SkyEx Insert Pano. StartAngle


Set the start position of the cylinder.
The angle is expressed in degrees, the zero angle corresponds to the X axis of the body/port the Insert is attached
to.

SkyEx Insert Pano. Angle


Set the end position of the cylinder.
The angle is expressed in degrees, the zero angle corresponds to the X axis of the body/port the Insert is attached
to.

SkyEx Insert Pano. Height


Set the height of the cylinder.

SkyEx Spherical Insert RightAngle


Set the position of the right edge of the spherical portion.
The angle is expressed in degrees, the zero angle corresponds to the X axis of the body/port the Insert is attached
to.

SkyEx Spherical Insert LeftAngle


Set the position of the left edge of the spherical portion.
The angle is expressed in degrees, the zero angle corresponds to the X axis of the body/port the Insert is attached
to.

SkyEx Spherical Insert AboveAngle


Set the position of the upper edge of the spherical portion.
The angle is expressed in degrees, the zero angle corresponds to the X axis of the body/port the Insert is attached
to.

SkyEx Spherical Insert Below


Set the position of the lower edge of the spherical portion.
The angle is expressed in degrees, the zero angle corresponds to the X axis of the body/port the Insert is attached
to.

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12. TextInsert
SkyEx TextInsert Text
Set the text written in the TextInsert.
You can also use this command to display the dashboard. Text can be enhanced using tags.
Simply click on a button to insert the desired tag in the text.
The tag is then inserted at the cursor position in the text. If you click on the tag, a new interface is displayed on
the right side of the window allowing you to specify tag's parameters.

For example, the date format can be configured by clicking on the representation buttons. Added parameters are
displayed in the "Enter your representation" field which corresponds to the tag's format settings. An overview of
the results appears in the "Preview" field.

Trick
Let the mouse inactive on a button to display contextual help.

Do not forget to validate the tag format before returning to the text edition.

These settings are similar for the other tags (Position, Distance, Speed ​and Body Name).

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"Insert" objects (cf. "Insert" objects)

SkyEx TextInsert Intensity


Set intensity of one or more TextInserts.
The intensity ranges between 0 and 1.
"Insert" objects (cf. "Insert" objects)

SkyEx TextInsert Color


Set the color of one or more TextInserts.
"Insert" objects (cf. "Insert" objects)
Color (cf. Color)

SkyEx TextInsert Size


Set the size of one or more TextInserts.
The size value is positive or zero. 1 is the default value and is the actual size of the object.
"Insert" objects (cf. "Insert" objects)

SkyEx TextInsert Distance


Set the distance from the TextInsert to the body/port it is attached to.
The distance unit is the one used by the body/port.
"Insert" objects (cf. "Insert" objects)

SkyEx TextInsert Position


Set the position of a TextInsert (giving its azimuth, altitude and roll) with respect to the body/port it is attached to.
In case of "Insert" spherical or panoramical, only the roll has effect.
"Insert" objects (cf. "Insert" objects)

SkyEx TextInsert Language


Set the language for one or more InsertTexts.
"Insert" objects (cf. "Insert" objects)

SkyEx TextInsert Text Font


Set the font of one or more TextInserts.
"Insert" objects (cf. "Insert" objects)
Supported file formats (cf. Supported file formats)

SkyEx TextInsert Text Orientation Mode

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Define the orientation mode of one or more TextInserts.


"Insert" objects (cf. "Insert" objects)

13. Label Manager


SkyEx Label Manager Intensity
Define the intensity of all labels belonging to a Label Manager.
The value of the intensity must be between 0 and 1.
Label Manager (cf. Label Manager)

SkyEx Label Manager Color


Define the color of all labels belonging to a Label Manager.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Label Manager Language


Define the language of all labels belonging to a Label Manager.
Label Manager (cf. Label Manager)

SkyEx Label Manager Font


Define the text font of all labels belonging to a Label Manager.
Label Manager (cf. Label Manager)
Supported file formats (cf. Supported file formats)

SkyEx Label Manager Size Min


Define the minimum size of all labels belonging to a Label Manager.
The value of the size must be between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Label Manager Size Max


Define the maximum size of all labels belonging to a Label Manager.
The value of the size must be between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Label Manager Fading Speed


Define the transition speed of all labels belonging to a Label Manager.

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It controls the smoothness with which a label appears or disappears.


A value of 0 means an instant transition.
A value of 10 means a very smooth transition.
Label Manager (cf. Label Manager)

SkyEx Label Manager Outline Width


Define the thickness of the outline of all labels belonging to a Label Manager.
When thickness is 0 outlines are deactivated, whereas 3 are rather thick.
Label Manager (cf. Label Manager)

SkyEx Label Manager Content


Define the content of all labels belonging to a Label Manager.
The text is common to all labels, whereas <tags> are individuals.
The <tags> are special words which are replaced according to the context :
<name/> : remplaced by the body name.
<BR/> : newline.
Label Manager (cf. Label Manager)

SkyEx Label Manager Orientation Mode


Define the orientation mode of all labels belonging to a Label Manager.
Label Manager (cf. Label Manager)

SkyEx Label Manager Add Filter


Allow to add a filter to a Label Manager.
Choose a property which be compared to a value with an operator.
The following properties are available :

property description

Name The name of the body.

Distance The distance between the body and the camera. In meters.

Absolute Magnitude The absolute magnitude of the body.

Apparent Magnitude The apparent magnitude of the body.

Has Proper Name Its value is "false" when the body doesn't have a proper name.

Orbital Period The time taken for the body to make a complete orbit. In days.

Semi Major Axis The longest radius of the orbit. In meters.

Radius The mean radius of the body. In meters.

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Eccentricity The eccentricity parameter of the orbit.

Inclination The angular distance of the orbital plane from the plane of reference. In degrees

Label Manager (cf. Label Manager)

SkyEx Label Manager Clear Filters


Allow to delete all the filters of a Label Manager
Label Manager (cf. Label Manager)

SkyEx Label Manager Evaluate Filters


Allow to evaluate filters of a Label manager and apply the result on screen.
Label Manager (cf. Label Manager)

14. Observer pointers


SkyEx pointer intensity
Set up the pointer intensity.
This value must be positive or null.

SkyEx pointer position


Set up the position of the pointer :
The azimuth value must be in range -180 to 180.
The height value must be in range -90 to 90

SkyEx pointer color


Set up the pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx pointer type


Command use to change pointer shape like plane or 3D object.

SkyEx pointer size


Define the apparent size of pointer.
This value must be positive or null.

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15. LUTs
SkyEx LUT Add
Add a point in a LUT.

SkyEx LUT Remove


Remove a point on the LUT.
The "id Point" parameter is the identifier of the point to delete. Identifiers of points having an abscissa above the
deleted point will be automatically decremented by 1.
LUTs (cf. LUTs)

SkyEx LUT Set X


Set the abscissa of a point on the LUT.
The "id Point" parameter is the identifier of the point to modify.
LUTs (cf. LUTs)

SkyEx LUT Set Y


Set the ordinate of a point of the LUT.
The "id Point" parameter is the identifier of the point to modify.
LUTs (cf. LUTs)

SkyEx LUT Clear


Clear the LUT.
LUTs (cf. LUTs)

SkyEx LUT Create Linear Model


Clear the LUT then creates a linear model passing through the 2 points parametered.
LUTs (cf. LUTs)

SkyEx LUT Apply Exponential Model


Alter the ordinates of the LUT points by using the exponential model defined by the parameters of the command.
LUTs (cf. LUTs)

SkyEx_V3 LUT Create Gaussien


Clear the LUT then creates a Gaussian model passing through the following parameters :
minimum magnitude.

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maximum magnitude.
maximum size.
sigma.
LUTs (cf. LUTs)

SkyEx LUT Sprite Enlargement


Set the size of the star when it is represented by a sprite.
LUTs (cf. LUTs)

SkyEx LUT Sprite Overlapping


Set the size of the transition area between the star's point representation and sprite representation. The transition is
computed continuously from one representation to the other. The duration of this transition depends on the value
of the overlap parameter.
LUTs (cf. LUTs)

SkyEx LUT Sprite Limit


Set the limit used for the passage from the normal star representation to the sprite representation.
LUTs (cf. LUTs)

SkyEx LUT Smooth Limit


Set the smoothing limit of the star.
LUTs (cf. LUTs)

SkyEx LUT Sprite Texture


Select the image used as star's sprite representation.
LUTs (cf. LUTs)

16. Marks
SkyEx Mark Wizard
Create and configure a mark using a wizard.
Marks (cf. Marks)

SkyEx Mark Wizard Extinction


Shut down a mark using a wizard.
Marks (cf. Marks)

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SkyEx Mark Position


Set the display mode of the marks:
"Geo Type" : displays the mark in 3D.
"Obs Type" : displays a projection of the mark to infinity.

SkyEx Mark Azimuth


Set the azimuth origin of one or more marks.

SkyEx Mark Intensity


Set intensity of one or more marks.
The intensity ranges between 0 and 1.

SkyEx Mark Color


Set the color of one or more marks.
Color (cf. Color)

SkyEx Mark Thickness


Set the line thickness of one or more marks.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Mark Representation


Enable or disable the components of the mark :
lines.
graduations segments.
graduation texts.

SkyEx Mark Nb Parallels


Set the number of parallel of one or more marks.
The specified number of parallels is automatically positioned between "MinAzimuth" and"MaxAzimuth".

SkyEx Mark Nb Meridians


Set the number of meridians of one or more marks.
The specified number of meridians is automatically positioned between "MinHeight" and"MaxHeight".

SkyEx Mark Nb Seg by Parallel


Set the number of segments composing the parallel, ie. the number of segments joining "MinHeight" to

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"MaxHeight".

Example
Both diagram below are valid only if "SkyEx Mark Borders Parallels" is disabled.

Two segments parallel (HeightMin, HeightMax) = (90, -90)

Four segments parallel (HeightMin, HeightMax) = (90, -90)

The minimum value is 1.

SkyEx Mark Nb Seg by Meridian


Set the number of segments composing the meridians, ie. the number of segments joining "MinAzimuth" to
"MaxAzimuth".

Example
Both diagram below are valid only if "SkyEx Mark Borders Meridians" is disabled.

Two segments meridian (AzimuthMin, AzimuthMax) = (0, 180)

Four segments meridian (AzimuthMin, AzimuthMax) = (0, 180)

The minimum value is 1.

SkyEx Mark Grad/Seg on Parallels


Set the number of graduations on a segment parallel.

The minimum value is 1.

SkyEx Mark Grad/Seg on Meridians


Set the number of graduations per segment of a meridian.

The minimum value is 1.

SkyEx Mark Grad BigSize


Set the size of major graduations of one or more marks.

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Major graduations are at the tip of each segment.


Minor graduations are inside each segment.

SkyEx Mark Grad LittleSize


Set the size of minor graduations of one or more marks.
Minor graduations are inside each segment.
The size is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx Mark MaxHeight


Set the maximum altitude of one or more marks.

SkyEx Mark MinHeight


Set the minimum altitude of one or more marks.

SkyEx Mark MaxAzimuth


Set the maximum azimuth of one or more marks.

SkyEx Mark MinAzimuth


Set the minimum azimuth of one or more marks.

SkyEx Mark Radius


Set the radius of one or more marks.

SkyEx Mark AdvAppearence Repr


Set several parameters of one or more marks :
intensity.
thickness.
color.

SkyEx Mark AdvAppearence Geom


Set several parameters of one or more marks :
azimuth.
radius.
minimum azimuth.
maximum azimuth.
minimum altitude.

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maximum altitude.
display mode.

SkyEx Mark AdvGrad Rep


Set several parameters of one or more marks :
Major graduation size
Minor graduation size
Graduation texts size
Number of meridians
Number of parallels
Number of segments by meridian
Number of segments by parallel
Number graduation by segment of parallel
Number graduation by segment of meridian

SkyEx Mark Borders Meridians


Hide or show the first and last meridian of the mark.

Remark
This order does not delete these two meridians make them invisible.

SkyEx Mark Borders Parallels


Hide or show the first and last parallel of the mark.

Remark
This order does not delete these two meridians make them invisible.

SkyEx Mark Grad Text Size


Set the size of graduation texts.

SkyEx Mark Grad Text Height


Set the graduation text position along the x axis for one or several marks: :
"Medium Mode" : the text is always positioned at the middle of the mark.
"Max Mode" : the text is always positioned at the maximum of the mark.
"Min Mode" : the text is always positioned at the minimum of the mark.
"Manual Mode" : the text is always positioned according to the "Height Gra. Text" parameter.

SkyEx Mark Grad Text Azimuth

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Set the graduation text position along the x axis for one or several marks: :
"Medium Mode" : the text is always positioned at the middle of the mark.
"Max Mode" : the text is always positioned at the maximum of the mark.
"Min Mode" : the text is always positioned at the minimum of the mark.
[i]"Manual Mode" : the text is always positioned according to the "Height Gra. Text" parameter.[/i]

SkyEx Mark Grad Text Parallel Format


Sets the format used for the graduations texts of the y axis of one or several marks:
"Hour Format" : displays the hours in the format "000h". You can specify the value of first and last hour. The
value is rounded up to the next integer. You can use the duration to change the values progressively.
"Year Format" : Display the years. You can specify the value of the first and last year. The value is rounded up
to the next integer. You can use the duration to change the values progressively.
"Month Format" : Display the month names. You can specify the value of first and last month using 1 as
January and 12 as December (any value below 1 and above 12 will result to a stroke instead). The value is
rounded up to the next integer. You can use the duration to change the values progressively.
"Degree Format": displays the angles in degrees format "000deg". Values are automatically computed. Duration
is ineffective.
Cardinal Points: displays the cardinal points. This is not relevant for parallels. Values are automatically
computed. Duration is ineffective. A cardinal point text is displayed only if the graduation is close enough to
the cardinal point. Cardinal points are spaced by 22.5°.
Manual: Allows you to enter your own formatted text. You can specify the first and last value and duration is
effective. Please use the following format to insert a value: %(0)X.Yf. X specifies the number of characters
displayed (digits before the decimal point are always displayed). Y Number of decimal digits. 0 replaces the
blanks with 0.

Example
Let the value of the graduation be 10.55. According to the format the following is displayed ::
"Hello %1.f Bye" : Hello11 Bye.
"Hello %5.fBye" : Hello 11Bye.
"Hello %05.fBye" Hello 00011Bye.
"Hello %5.2fBye" : Hello 10.55Bye.
"Hello %05.2fBye" : Hello 10.55Bye.
"Hello %010.2fBye" : Hello 0000010.55Bye.
"Hello %010.5fBye" : Hello 0010.55000Bye.
"Hello %.1fBye" :Hello 10.6Bye.

SkyEx Mark Grad. Text Meridian Format


Set the format used for the graduations texts of the y axis of one or several marks:
This command is similar to "SkyEx Mark Grad Text Parallel Format" documented above.

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SkyEx Mark Grad. Text Color


Set the color of the graduation texts.
Color (cf. Color)

SkyEx_V3 Mark Grad Font


Set the font of the graduation texts.
Supported file formats (cf. Supported file formats)

SkyEx Mark Grad Language


Set the language of graduation texts.

17. Shooting Stars


SkyEx ShootingStars Model
Set the representation model of the Shooting Star : basic or degraded.
Shooting star (cf. Shooting star)

SkyEx ShootingStars StartPos


Set the starting position of the shooting star when doing one shot.
The position is in azimuth and altitude, both expressed in degrees.
Shooting star (cf. Shooting star)

SkyEx ShootingStars ArrivalPos


Set the arrival position of the shooting star when doing one shot.
The position is in azimuth and altitude, both expressed in degrees.
Shooting star (cf. Shooting star)

SkyEx ShootingStars Adving


Set the progression of the shooting star.
Progression value ranges between 0 and 1.
When doing a single shot, the head of the star is on starting position at progress 0 and at the arrival position at
progress 1. The tail is delayed according to the length of the trail.
When doing a meteor shower, the rain starts at progress 1.

Remark
Set the seed to 0 to stop the shooting star.

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Shooting star (cf. Shooting star)

SkyEx ShootingStars Brightness


Set the width in pixels of one or more shooting stars.
Brightness can be positive or zero.
Shooting star (cf. Shooting star)

SkyEx ShootingStars Trail Length


Set the delay from the tail to the head for one or more shooting stars.
The trail length is a time in seconds.
When using a random shooting star, this setting is random.
Shooting star (cf. Shooting star)

SkyEx ShootingStars DegradePosPtMedian


Set the position for which intensity is maximum in degraded mode.
This parameter must be between 0 and 1.
Shooting star rain (cf. Shooting star rain)

SkyEx ShootingStars Draw Seed


Choose a sequence of random parameter when using shooting star random generation.

Shooting star rain (cf. Shooting star rain)

SkyEx ShootingStars Draw PosRadian


Set the position of the radiant point when using shooting star random generation.
Shooting star rain (cf. Shooting star rain)

SkyEx ShootingStars Draw ChaoPtRadian


Set the range of values of the start position when using shooting star random generation.
Shooting star rain (cf. Shooting star rain)

SkyEx ShootingStars Draw Speed


Set the mean of the probability distribution of speed when using shooting star random generation.
Shooting star rain (cf. Shooting star rain)

SkyEx ShootingStars Draw Rain

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Set several meteor showers.


Shooting star rain (cf. Shooting star rain)

SkyEx ShootingStars Draw Nb per Min.


Set the mean number of meteor shot per minute when using shooting star random generation.
Shooting star rain (cf. Shooting star rain)

18. Comets
SkyEx Comet 2DNet Texture
Set the image used as the 2D representation of one or more comets.

SkyEx_V3 Comet Video Control


Control the playback of the video specified with "SkyEx Comet 2DNet Texture".

SkyEx Comet Intensity


Set intensity for one or more comets.
The intensity ranges between 0 and 1.

SkyEx Comet Size


Set the size of one or more comets.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx Comet Define Astro Parameters


Set the different astronomical parameters of one or more comets.
This window contains a button that opens a new window to manage comets database (in MPC format and
provided by Harvard University):

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The database is loaded once the window is opened. You can perform various operations to sort and display the
contents of the database :
view the entire database.
sort by distance at perihelion, eccentricity or inclination by specifying a range of values.
view comets whose name contains a string.
Click on "update the list" after you selected the sorting parameters to update the display. You get the following:
the number of the comet in the sorted list
the comet's name
the perihelion distance
eccentricity and inclination.
It is possible to sort the displayed data according to one of the parameters by clicking on the title of a column
(like when sorting a directory in Windows Explorer).

SkyEx Comet Astro Ascending Node Length


Set the "longitude of ascending node" parameter of one or more comets.

SkyEx Comet Astro Perihelion Argument

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Set the Perihelion Argument" parameter of one or more comets.

SkyEx Comet Astro Orbit Inclination


Set the "Orbit Inclination " parameter of one or more comets.

SkyEx Comet Astro Perihelion Date


Set the "Perihelion Date " of one or more comets.

SkyEx Comet Astro Perihelion Distance


Set the "Perihelion Distance" of one or more comets.

SkyEx Comet Astro Orbit Eccentricity


Set the "Orbit Eccentricity" of one or more comets.

SkyEx Comet Orbit Intensity


Set the orbit intensity for one or more comets.
The intensity ranges between 0 and 1.

SkyEx Comet Orbit Color


Set the orbit color for one or more comets.
Color (cf. Color)

SkyEx Comet Orbit StartDate


Set the start date of the orbit of one or more comets.

SkyEx Comet Orbit Date


Set the date on which stops the orbit for one or more comets.

SkyEx Comet Orbit Adv. Prop.


Define the advanced properties of the orbit of one or more comets.
You can enable or disable antialiasing (ie., making the lines smoother).

SkyEx Comet Orbit Thickness


Set the thickness of the orbit for one or more comets.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

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SkyEx Comet Add Label Manager


Add one or more comets to a label Manager.
Label Manager (cf. Label Manager)

SkyEx Comet Remove Label Manager


Remove one or more comets from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Comet Default Label Manager Intensity


Set the intensity of one or more comets default label.
Label Manager (cf. Label Manager)

SkyEx Comet Default Label Manager Color


Set the color of one or more comets default label.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Comet Default Label Manager Min Size


Set the minimum size of one or more comets default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Comet Default Label Manager Max Size


Set the maximum size of one or more comets default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Comet Name Override


Manually set a name to this comet.

SkyEx Comet Pointer Intensity


Set up the comet pointer intensity.
This value must be positive or null.

SkyEx Comet Pointer Color


Set up the comet pointer color :

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Red, Green and Blue values must be in range 0 to 1.


Alpha channel is defined by pointer texture if it exists.

SkyEx Comet Pointer Type


Command use to change comet pointer shape like plane or 3D object.

SkyEx Comet Pointer Size


Define the apparent size of comet pointer.
This value must be positive or null.

19. Asteroids
SkyEx Ast. Set 3D Model
Set the 3D model used by one or more asteroids.

SkyEx Ast. Shadow Contrast


Set the shadow contrast of one or more asteroids.
When the contrast of the shadow is 0, the shadow is cast over the entire surface of the planet. The higher the
contrast and the sharper the transition between light and shadow.

SkyEx Ast. Shadow Strength


Set the intensity of the shadow of one or more asteroids.
The intensity ranges between 0 and 1.

SkyEx_V3 Ast. Video Control


Control the playback of the video specified with "SkyEx Ast. Set 3D Model".

SkyEx_V3 Ast. Shadow Color


Set the shade color of one or more asteroids.
The color is applied to the texture of the asteroids. Shadow color has no effect if shadow intensity is zero or one.
If you set intensity to 0, no shadow is projected. If you set intensity to 1, the shadow is completely black. If you
set intermediate intensity, you can see the color of the shadow.
Color (cf. Color)

SkyEx Ast. Intensity


Set intensity for one or more asteroids.

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The intensity ranges between 0 and 1.

SkyEx Ast. Size


Set the size of one or more asteroids.
The size value is positive or zero. 1 is the default value and is the actual size of the object.

SkyEx Ast. Astro Parameters


Set the different astronomical parameters of one or more asteroids.
This window contains a button that opens a new window to manage asteroids database (from Astorb.dat):

The database used "Astorb.dat". You can search asteroids in the database by using numeric values ​(size, magnitude
...) and specifying a test (less than, equal to, greater than ...) to a value. Or you can search the name of an asteroid.
Once the values ​are entered, press "build list" and you will find asteroids that meet the criteria you specified in the
list.
The astronomical parameters to set are:
longitude of ascending node
inclination

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eccentricity
argument
semi major axis
orbital arc
mean anomaly
epoch
Download astrob.dat [ftp://ftp.lowell.edu/pub/elgb/astorb.dat.gz Download astrob.dat]

SkyEx Ast. Orbit Longitude of Ascending Node


Set the "longitude of ascending node" parameter of one or more asteroids.

SkyEx Ast. Orbit Inclination


Set the "Orbit Inclination " parameter of one or more asteroids.

SkyEx Ast. Orbit Eccentricity


Set the "Orbit Eccentricity" of one or more asteroids.

SkyEx Ast. Orbit Perihelion Argument


Set the "Perihelion Argument" parameter of one or more asteroids.

SkyEx Ast. Orbit Semi Major Axis


Set the "Semi Major Axis" parameter of one or more asteroids.

SkyEx Ast. Orbit Mean Anomaly


Set the "Mean Anomaly" parameter of one or more asteroids.

SkyEx Ast. Orbit Epoch


Set the "Epoch" parameter of one or more asteroids.

SkyEx Ast. Orbit Intensity


Set the orbit intensity for one or more asteroids.
The intensity ranges between 0 and 1.

SkyEx Ast. Orbit Color


Set the orbit color for one or more asteroids.
Color (cf. Color)

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SkyEx Ast. Orbit Thickness


Set the thickness of the orbit for one or more asteroids.
Thickness parameter represents the width of the lines in pixels. Its value ranges from 0 to infinity.

SkyEx Ast. Orbit Adv. Prop.


Define the advanced properties of the orbit of one or more asteroids.
You can enable or disable antialiasing (ie., making the lines smoother).

SkyEx Ast. Add Label Manager


Add one or more asteroids to a label Manager.
Label Manager (cf. Label Manager)

SkyEx Ast. Remove Label Manager


Remove one or more asteroids from a label Manager.
Label Manager (cf. Label Manager)

SkyEx Ast. Default Label Manager Intensity


Set the intensity of one or more asteroids default label.
Label Manager (cf. Label Manager)

SkyEx Ast. Default Label Manager Color


Set the color of one or more asteroids default label.
Label Manager (cf. Label Manager)
Color (cf. Color)

SkyEx Ast. Default Label Manager Min Size


Set the minimum size of one or more asteroids default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Ast. Default Label Manager Max Size


Set the maximum size of one or more asteroids default labels.
The size ranges between 0 and 1 (1 being the biggest size possible on screen).
Label Manager (cf. Label Manager)

SkyEx Ast. Name Override

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Manually set a name to this asteroid.


Label Manager (cf. Label Manager)

SkyEx Ast. Pointer Intensity


Set up the asteroid pointer intensity.
This value must be positive or null.

SkyEx Ast. Pointer Color


Set up the asteroid pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Ast. Pointer Type


Command use to change asteroid pointer shape like plane or 3D object.

SkyEx Ast. Pointer Size


Define the apparent size of asteroid pointer.
This value must be positive or null.

20. Insert3D
Insert3D Intensity
Set intensity of one or more Inserts3D.
The intensity ranges between 0 and 1.
"Insert" objects (cf. "Insert" objects)

Insert3D Model
Load a model in the ".3ds" into the scene and use it as an Insert3D object.
"Insert" objects (cf. "Insert" objects)

Insert3D Position
Set the position of one or more Insert3D.
The positioning unit is in meter.
"Insert" objects (cf. "Insert" objects)

Insert3D Orientation

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Set the orientation of one or more Insert3D.


"Insert" objects (cf. "Insert" objects)

Insert3D Size
Set the size of one or more Insert3D.
The size unit is in meter.
"Insert" objects (cf. "Insert" objects)

SkyEx_V3 Insert3D Video Control


Control the playback of the video textures of the 3D model specified with "SkyEx_V3 Insert3D Model".
"Insert" objects (cf. "Insert" objects)

SkyEx Insert3D Pointer Intensity


Set up the insert3D pointer intensity.
This value must be positive or null.

SkyEx Insert3D Pointer Color


Set up the insert3D pointer color :
Red, Green and Blue values must be in range 0 to 1.
Alpha channel is defined by pointer texture if it exists.

SkyEx Insert3D Pointer Type


Command use to change insert3D pointer shape like plane or 3D object.

SkyEx Insert3D Pointer Size


Define the apparent size of insert3D pointer.
This value must be positive or null.

21. Scene Graph


SkyEx SceneGraph Add
Snap an object to an object's port in the scene graph.

SkyEx SceneGraph Remove


Remove an object from the scene graph.

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Commands SkyExplorer v3

SkyEx Reset System


Reset SkyExplorer completely.

SkyEx_V3 SceneGraph Language Font


Set the default font used for a given language.
Supported file formats (cf. Supported file formats)

SkyEx_V3 SceneGraph Exposure Factor


Set the exposure factor of objects rendered with High Density Range.
This factor is only available for realistic Proland models.

SkyEx SceneGraph Hide Window


Reduce SkyExplorer window.

SkyEx SceneGraph Show Window


Show SkyExplorer window which was hidden using "SkyEx SceneGraph Hide Window".

SkyEx RecordMode Init


Initialize recording.
Image capture / recording mode (cf. Image capture / recording mode)

SkyEx RecordMode Start


Start the recording.
Image capture / recording mode (cf. Image capture / recording mode)

SkyEx RecordMode Stop


Stop the recording.
Image capture / recording mode (cf. Image capture / recording mode)

SkyEx Take Screenshot


Take a screenshot. Each computer takes a screenshot of the current simulation and stores it on its own hard drive.
Image capture / recording mode (cf. Image capture / recording mode)

SkyEx_V3 Stereo Distance Camera


Set the distance between both stereo cameras.

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This command is ineffective when "Tracking" is activated.

Stereoscopy (cf. Stereoscopy)

SkyEx_V3 Stereo Focus


Set the angle between both cameras.
Stereoscopy (cf. Stereoscopy)

SkyEx_V3 Stereo Active Target


Enable or disable stereo's "Target" mode.
Stereoscopy (cf. Stereoscopy)

SkyEx_V3 Stereo Active Tracking


Enable or Disable "Tracking" mode.
Stereoscopy (cf. Stereoscopy)

SkyEx_V3 Stereo Ratio Tracking


Set the ratio used in the "Tracking" mode.
Stereoscopy (cf. Stereoscopy)

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Chapter 3
Databases management
Databases management is done by the same way explained in DomeManager user manual.
The only difference is that you must precise the use type of the file (object "Insert", texture or 3ds) during its
installation.
Databases management (cf. Databases management)

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Chapter 4
Manual control
Enter in supervision mode of DomeManager for reaching the SkyExplorer following interface :

1
Reset System.

Parameters.
Parameters (cf. Parameters)

Feedback informations of SkyExplorer : date, position, body, snapping port.

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4
Observer position.
Position of the Observer (cf. Position of the Observer)

Celestial bodies.
Celestial Body (cf. Celestial Body)

6
Theater orientation.
Theater Orientation (cf. Theater Orientation)

7
Automatic movements.
Automatic Movements (cf. Automatic Movements)

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Sky.
Sky (cf. Sky)

9
Shooting stars.
Shooting Stars (cf. Shooting Stars)

10

Marks.
Marks (cf. Marks)

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"Insert" objects.
Inserts (cf. Inserts)

12

Messiers.
Messiers (cf. Messiers)

13

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Constellations.
Constellations (cf. Constellations)

Seset SkyExplorer
Click on "Reset System".

SkyExplorer parameters
In the top of interface, click on one of the six buttons to edit parameters :
"Position"
"Orientation"
"Target"
"Time"
"Body"
"ModelSet"

Edit various parameters


Various parameters are :
the evening sky hour. It is the hour used for the evening sky in all interface.
default speed for theater orientation. It is the angular speed used by default for a theater orientation change.
To edit them, cright click in an empty interface area and then click on "Customized parameters".

1. Object Observation

1.1. Position of the Observer


Use this panel to change the position of the observer.

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Positioning the Observer on a 2DPlace


The "Position" panel helps you choosing a position for the observer.

Initializing observer's position


Click on "Observer Position Initialisation" to open the following window :

This window allows you :


To position the observer on a body selected in the list displayed on the left. The list contains a set of location
related to the body selected. It is possible to choose one of these locations or to manually define the
coordinates (latitude/longitude/altitude) of the desired location.
To choose a date for the initialization.
To save a place as a "user place".
After the position initialization, the observer is oriented to the south.

Go to a saved 2DPlace
You can position the observer directly on a saved place using the "User Places List"then clicking on "Valid".

Observing an object
Click on"Position Frame Customization" to open the following window :

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This interface has two parts :


The first one lets you edit user places previously saved. Click on a cell to edit it, its parameter appears in the
"Selection Edition" field.
The second one lets you parameter the Take off options in use when the "Pass in object orientation mode (Take
off)" button is clicked. The parameter "Target after TakeOff" being specific to the theater configuration, it is
also used by the "Take Off" button.

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1.2. Celestial Body

The "Celestial Body" frame has 2 main usage. On the left panel there are 4 columns which let you alter orbit,
trajectory, intensity and size of the celestial bodies. On the right panel, feedback informations are displayed.
Body (cf. Body)

Orbit
An orbit button allows you to change the orbit intensity of a celestial body. The colored box at the left of the orbit
button let you change the orbit color.

Changing orbit color


Double-click on the colored box and select a new color.

Setting default color


Right-click on the colored box then select the "Save as default" option.
The current color becomes the new default color.

Resetting default color


Right-click on the colored box then select the "Call default value" option.

Changing orbit intensity


Click on the orbit button to enable (intensity to 1) or disable (intensity to 0) the orbit.
Right-click on the orbit button then select the intensity between 0, 0.5 or 1.

Customizing the orbit popup


Right-click on the colored box then select the "Customize" option. The following window will appears :

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This window lets you add custom elements to the right-click popup menu in addition to the 3 default intensities.
You can add 3 intensity values and add up to three mini shows from the popup. To do so, open the browser using
the "..." button then choose a .spc file and check the box to display it as a new option.
The popup customization is specific to the current user and to the body selected.

Trajectory
An trajectory button allows you to change the trajectory intensity of a celestial body. Trajectory's color, intensity
and customization settings are similar to the orbit's. Please refer to the orbit setting documentation
above-mentioned for more informations.

Changing sampling frequency


Right-click on the trajectory button then choose the sampling frequency between 2, 5 and 10.

Suspending trajectory update


Right-click on the trajectory button then select "Freeze".

Clearing trajectory
Right-click on the trajectory button then select "Clear".

Intensity
The intensity button works similarly to the orbit button.
Click on the intensity button to enable (intensity to 1) or disable (intensity to 0) the display of the celestial body.
Right-click to select an intensity.

Size
Like the orbit, trajectory and intensity button, the size button has two status  : active and inactive. The main
difference is that the value associated to each state is customizable.

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Customizing the button


Right-click on the size button then select "Customize" to customize the button with the following window :

Information Feedbacks
Information feedbacks let you monitor a celestial body position, alpha/delta, altitude/azimuth, as well as its
elongation angle and phase percentage.
Warning rules can be defined on these values in order monitor special events. The rules change the text and
background color of the table cell. DomeManager
Rise.
Set.
Meridian transit.

Example
In the following picture:
Venus is about to set
Moon is about to rise
Jupiter is close to its transit time.

Warning definition about objects position


Double-click on the celestial bodies position table to show the following window :

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This window shows the warning rules defined and their state (active/inactive). The status cell is empty when the
rule is inactive and contains a 'X' when active. Click on the cell to change its status.
To create a new rule, simply click on "New Rule". Click on "Edit rule" or "Remove Rule" in order to .edit or remove
it.
You can edit existing rules or add new ones.

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Example : Editing the "Celestial body rising" rule

We have:
A condition applied to all bodies except from Earth.
The condition affects the "Height cell.
The cell's background will turn yellow and the text will turn black when the condition is true.
The condition has two parts:
Azimuth > 0 means the celestial body is at the Est.
-10 < Height< 5 : The condition is true when the celestial body reaches 10° below horizon and
remains true until it is 5° above.

The detection of the proximity of two celestial bodies is not yet implemented.

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1.3. Theater Orientation

By default, when you initialize the position of the observer, it looks towards the south.
With this panel you can choose to orient the observer to any of the four cardinal points. The rotation from one
orientation to the other is done at the speed specified in the panel. You can modify, save or restore this value
using the right-click.
The rotation can be done instantaneously using the inhibited duration feature of DomeManager (using the "Shift"
key).

1.4. Automatic Movements

These buttons allow you to launch two classic simulation :


"Constant Sidereal Time" movement allows to simulate retrograde motions, transit and so on, when observing
the planets.
"Constant Solar Time" movement allows to show the analemma of the Sun.
These two on/off buttons alter the rotation factor of the observed planet in order to switch into these modes. It is
necessary to manipulate the time for the movement to begin.
The following are the actions simulated by these buttons :
"Constant Sidereal Time" : Command : "SN98_SetPlaneteRotation : 0"
"Constant Solar Time" : Command : "SN98_SetPlaneteRotation : 1 / 365.25"
The Time Management Daemon is also enabled by these operations.
Once the desired movement is finished you can stop the time and click on the button again to exit the automatic
movement.
The current movement can also be stopped by clicking on the button.

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If a time evolution is in progress at this time, it will be stopped. The time management daemon will ensure that
the simulation stops in an astronomically correct situation.
Time Management Daemon (cf. Time Management Daemon)

1.5. Sky

The "Sky" panel allows to alter the starry sky and the diurnal sky.

Setting starry sky intensity


The intensity of the sky is the intensity of all stars.
Choose the intensity by clicking on the bar "Starry Sky Intensity" or enter the value directly in the field to the right
of the bar.
You can also right-click on the bar and select between 0, 0.5 and 1.

Setting Milky Way intensity


The intensity of the sky is the intensity of all stars.
You can also right-click on the bar and select between 0, 0.5 and 1.

Enabling stars twinkling


Check the "Twinkling" box.
Stars (cf. Stars)

Enabling/Disabling Trace mode


Click on the "Trace" button.
Trace mode (cf. Trace mode)

Customizing the sky quality


Four sky qualities can be memorized using buttons "Qual1", "Qual2", "Qual3" and "Qual4". For each sky quality
you can set the LUT, the twinkling, the representation type and the milky way intensity.
Each sky quality has its own LUT (quality 1 : LUT_ID_1, quality 2 : LUT_ID_2, ...).
LUTs (cf. LUTs)
To parameter a sky quality, right-click on the corresponding button. It shows the following window :

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The LUT interface allows configuring the LUT for planets and stars. By default, stars use LUT #1 and planets use
LUT #2.

Initializing the LUT and its corresponding graph


Click on "Initialize LUT".

Retrieving the current LUT in use in SkyExplorer


Click on "Get LUT".

Sending LUT changes to SkyExplorer in real time


Click on "Automatic LUT Update".
This is an On/Off button.

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Applying LUT graph


Click on "Apply LUT" to manually update the LUT.

Modifying the LUT


Add points to the graph by clicking on an empty area. You can drag existing points with the left click and delete
them with right click. The coordinates of the selected point can be entered manually in the fields "Val X" and "Val
Y".
You can modify the graph scale by changing the minimum and maximum magnitude and the size of the points. It
makes configuration easier.

Changing stars representation mode


Change the height of the limit curves by dragging points on their extremities.

Remark
A message at the top right of the window informs you whether the graph is synchronized with the
LUT of skyExplorer.

Do not forget to click "Save Modifications" to save your sky quality.

Changing the texture of the Milky Way

Select a Milky Way type in the list.


To use a custom Milky Way texture, select "Manual Texture" in the list then enter the path to your texture image
in the field next to the list.
The button "Apply Starry Sky Parameters" applies settings to sky parameters only. The LUT is not updated.

Do not forget to click "Save Modifications" to save your sky quality.

Adjust sky intensity


Diurnal sky here refers to the atmosphere. Its intensity can be modified.
Choose the intensity by clicking on the bar "Diurnal Sky Intensity" or enter the value directly in the field to the
right of the bar.
You can also right-click on the bar and select between 0, 0.5 and 1.

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1.6. Shooting Stars

Shooting stars operation instructions are available in the Description section of SkyExplorer.
Shooting stars (cf. Shooting stars)

Simulating a shooting star


Five shooting star can be defined per user. One shooting star can be set as default. The default shooting star can
be displayed by clicking on this button :

You can display the list of shooting stars by right-clicking on this button then selecting "Customize" :

Set a starting and arrival position or check the box "Use the starting position as a Radian". If you check the box,
set a "chaos radian" to define a random radius (in degrees) around the radian for the starting position of the
shooting star.
Then enter the conventional parameters of a shooting star : brightness, trail length, median point position and
duration.

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You can simulate the current shooting star by clicking on "Simulate this shooting star". Switch from one shooting
star to the other using the arrows next to the button.

A shooting star without a name is not valid.

Simulating a meteor shower


The operation is similar to a single shooting star. Use this button :

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1.7. Marks

Five marks are available to the default user. Each mark is composed of 3 show files :
"LitOn Macro" is executed when the mark's display button is clicked.
"LitOff Macro" is executed when the mark's display button is clicked while the mark is displayed.
"Intensity Macro" is executed when the intensity bar is updated while the mark is not displayed.
This system allows you to turn on or off a mark progressively, as well as updating its intensity instantaneously
with the intensity bar.

Customizing marks
You can add your own marks or replace predefined one by clicking on "Customize" . The following window opens:

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To edit an existing marker, select it in the list and edit the fields at the bottom of the interface.
The "Intensity Macro File" is mandatory. It is analyzed by DomeManager to determine which RepereID are used.
It is through this analysis that DomeManager can give correct feedback.

You must observe the following precautions when creating files:


"LitOn Macro" :
set up the entire mark (intensity included).
"LitOn Macro" :
unset the entire mark (intensity included).
do not forget to remove the mark from the scene graph.
" Intensity Macro" :
do not forget the SceneGraphAdd command (it will be analyzed).
do not use SceneGraphAdd for anything else than a mark.
do not change intensity (it is managed by the intensity bar)

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1.8. Inserts

The "Insert" panel enables to manage up to 50 user Inserts. Three show files are used, in the same fashion as the
marks.
The intensity bar alters the Insert's opacity.
The"Opacity Macro" file is used to register all the textures and InsertID used by the Insert object. This system
allows proper feedback and the use of several Insert per file. For example, the display of an axis with two Insert
objects will work fine.
The "Customize" button displays the following window :

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You must observe the following precautions when creating files:


"LitOn Macro" :
set up the entire Insert (intensity and opacity included).
"LitOn Macro" :
unset the entire Insert (intensity and opacity included).
do not forget to remove the Insert from the scene graph.
" Intensity Macro" :
do not forget the SceneGraphAdd and SetTexture commands (they will be analyzed).
Initialize the opacity of Inserts at the beginning of the file (initialize to 0).
do not change opacity (it is managed by the graphic bar)
Intensity must be set to 1.

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1.9. Messiers

The "Messier" panel is used to manage the Messiers display in the sky

Setting Messiers size and intensity


Click on "Advanced". The following window appears:

You can change the intensity and size of each Messier.

Customize the "Messier" frame

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Click on"Customize". The following window appears:

You can manipulate 9 groups of Messiers objects directly from the interface. The interface allows to change the
size and intensity of the Messier.
The lower and upper limits of the Size control bar are specified for each group of the customization panel.
The list of available Messiers appears to the left panel and the selected group of Messiers appears on the right. To
add a Messier, select it in the left list and click the left to right arrow. Click the right to left arrow to remove a
Messier from the selection.
You can switch from a selection to the other using the arrows at the top of the window.

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1.10. Constellations

The "Constellations" panel is used to manage the constellation display in the sky. The usage is similar to the
Messiers.
Several representations are availables : lines, graphic, boundaries and name.

Remark
The "Advanced" button gives access to every constellation.

2. Parameters
Parameters can be modified using the buttons at the top of SkyExplorer interface.

1
Position (cf. Position)

2
Orientation (cf. Orientation)

3
Target (cf. Target)

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4
Time (cf. Time)

5
Body (cf. Body)

6
ModelSet (cf. ModelSet)

2.1. Position
Click on the "Position" button in the SkyExplorer interface to open the position window. This window will be very
useful during your travels in the SkyExplorer 3D world. It is based on the same principle as the "SkyEx ObsPos"
order window.

The picture above is similar to what you will get after taking off from Mars ("To take off" button from "SkyEx
Position" frame).
The body list shows that you are hooked to "Mars" on the "Synchronous Equatorial Planet" port. You can also see
that the observer is located at 5 Earth radius (R box) from the point of longitude 2.564 (L box) and latitude
47.829 (B box). In other words, its position in the LBR coordinate system is (2,564; 47,829; 5).
The bodies tree is locked.

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Set the movement duration


Use the slider on the right side of the window.

Modify position
Three methods:
Directly edit the XYZ or LBR coordinates.
Click on the map above the coordinates to choose a point in space or a place on the planet depending on
whether you are using the XYZ or LBR coordinate system.
Use the pad on the right side of the map. It uses LBR coordinate system. The left/right arrows modifies the
longitude, the up/down arrows modifies the latitude and the front/back arrows modifies the distance to the
planet.

Modify several parameters simultaneously


Activate "Complete Entry", enter your values ​and click on the "OK" button.

Modify body/port
Unlock the body's tree by clicking on the "Change Body" button.
Do not forget to choose a port in order to hook the new body.
Click on the "Look Body" button if you want to watch this body once the position modification is done.
Click on the "OK" button to start the movement.
Click on the "To land" button to reach the planet ground.
Clicking on the "To take off" button has the same effect as the "Take off" button in the "Position" frame of
SkyExplorer Interface.

2.2. Orientation

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This window will be very useful during your travels in the SkyExplorer 3D world.
It is based on the same principle as the "SkyEx ObsOri" order window.

2.3. Target

This window allows you to modify the camera target position. The slider on the right side is used to choose the
speed. The smaller the value, the faster the movement.

2.4. Time
The time management window is likely to remain permanently open in your SkyExplorer environment. It allows
you to give any orders related to time evolution.

There is a feedback of SkyExplorer current time at the top of the frame.

Change the date


Click on the calendar button to magnify the window and allow for date modification.
Then modify the date and click on the "Validate" button to send it to SkyExplorer.

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Use the current date


Click on the "Now" button in order to automatically set the current date and time.

Use the evening sky


Click on the "Evening Sky" button in order to automatically set the current date. The time will be 7pm or the one
you defined using a right click on an empty part of the interface.

Retrieve the SkyExplorer date


Click on:

The date and time will automatically be set to SkyExplorer date and time.

Time evolution
Choose the type of movement
Click on the "Finite Movement" button so that the date freezes at the end of the simulation.
Click on the "Infinite Movement" button so that the date continues to evolve at the end of the simulation.
For example. On simulating 1 year in 60 seconds with a finite movement, the simulation will last 60 seconds.
With an infinite movement, it will continue to evolve at the same speed after 60 seconds.

Choose the simulation speed


In the "Speed" frame, choose the virtual time / real time ratio. Choose the number of hours, days or years you want
to simulate during a real time interval.
For example, you can simulate 2 years in 1 minute

Start or stop the simulation


Click on one of this three buttons to respectively, go back
in time, stop the time and go forward in time :

Predefine time evolution parameters


Right-click on the frame to get a context menu that will
allow you to use and set parameters.

Define a set of parameters


Click on "Customize" in the the context menu and manage your parameter sets with the following window:

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2.5. Body
This window is a more complete version of the celestial bodies frame. It allows you to change the intensities,
orbits, trajectories and sizes of the main bodies. It differs from the other frame by using sliders instead of buttons
and not displaying the feedback from SkyExplorer.

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Celestial Body (cf. Celestial Body)

Stars
These are the stars of SkyExplorer.

Planets
These are the planets of the solar system. In this section, use "Sun" to control all the solar system planets : it is the
scene graph principle .

Satellites
These are the satellites of the solar system planets . Planet buttons will modify the settings for all its satellites.
For example, if you modify the intensity of Jupiter satellites, then all satellites will get the new intensity.

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Dwarf Planets
These are dwarf planets.

Change the display of trajectories


Choose the trajectory color by double clicking on the color box.
The buttons "2" , "5" , "10" , "F" and "C" are used to set the sampling frequency of the trajectory :
"2" sets a frequency of 2.
"5" sets a frequency of 5.
"10" sets a frequency of 10.
"F" freezes the trajectory.
"C" clears the trajectory.
Trajectories (cf. Trajectories)

Change the intensity, the orbit and the size


Use the sliders (and the color boxes for the orbits) to change the bodies settings.

2.6. ModelSet
This section allows you to manage objects modelSets and points databases (asteroids, artificial earth satellites, ...).

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ModelSets (cf. ModelSets)


Points (cf. Points)

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