Viewing conditions for informational overlay textures
Posted: 05.01.2004, 03:04
Hello:
I am sure this is not one of the originally intended uses for Celestia, but one of the things I currently use it for is to view various overlay textures for the Earth that convey information about different areas. These overlay textures are not visual representations of the appearance of the Earth. Instead, they convey information such as land cover type, ocean temperature, base elevation, etc.
When viewing these alternate textures, I am not at all concerned with visual realism. I only want to see the textures as clearly as possible, so I can closely study the information they convey.
In the Development thread, I have requested the ability to set ambient lighting to high (i.e., equally lit from all directions.) That way, I don't have to keep messing with the time values to make sure the Sun is directly over the portion of the Earth I am viewing.
I have already set the HazeDensity to 0.0.
What should I set the specular settings to, in order to avoid all specularity? I have experimented, but I have not accomplished this.
In general, it seems even on the fully sunlit side of the Earth, that the information is more dimly lit than is the original texture when viewed outside of Celestia. Are there any other settings that might be affecting this?
Thanks for any advice,
Tim Crews
I am sure this is not one of the originally intended uses for Celestia, but one of the things I currently use it for is to view various overlay textures for the Earth that convey information about different areas. These overlay textures are not visual representations of the appearance of the Earth. Instead, they convey information such as land cover type, ocean temperature, base elevation, etc.
When viewing these alternate textures, I am not at all concerned with visual realism. I only want to see the textures as clearly as possible, so I can closely study the information they convey.
In the Development thread, I have requested the ability to set ambient lighting to high (i.e., equally lit from all directions.) That way, I don't have to keep messing with the time values to make sure the Sun is directly over the portion of the Earth I am viewing.
I have already set the HazeDensity to 0.0.
What should I set the specular settings to, in order to avoid all specularity? I have experimented, but I have not accomplished this.
In general, it seems even on the fully sunlit side of the Earth, that the information is more dimly lit than is the original texture when viewed outside of Celestia. Are there any other settings that might be affecting this?
Thanks for any advice,
Tim Crews