Iapetus cmod

All about models for Celestia. How-to, programs, work in progress...
Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 2 months

Iapetus cmod

Post #1by John Van Vliet » 28.09.2017, 16:05

a cmod from Dr. Paul Schenk's heightmap

http://stereomoons.blogspot.com/search?q=iapetus

a mesh and normal only preview
Screenshot_20170928_113631.png


THE ZIP File
https://drive.google.com/file/d/0B6ZYAd08tZL-Z1FybGFIMjdIbnc/view?usp=sharing

-- warning
this heightmap DOSE NOT align well with the texture ( cassini & cassini+voyager )

a 2k copy of the heightmap ( 8 bit copy of the 32 bit float data )
2k.IapetusHeight.png
Last edited by John Van Vliet on 29.09.2017, 02:44, edited 2 times in total.

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #2by Art Blos » 28.09.2017, 16:19

Wow! And where can I download this model? Or is it inaccessible?
Founder and head of the project "Celestia Origin"

Avatar
FarGetaNik M
Posts: 484
Joined: 05.06.2012
With us: 12 years 5 months
Location: Germany

Post #3by FarGetaNik » 28.09.2017, 18:03

Fantastic! Thanks for sharing John! Was there some cleanup involved or did I miss the release of some more complete height map? It's definately better than anything I could do. But I managed to align the different patches pretty good with the latest color map by JPL...

This was my try btw, matching this texture: https://photojournal.jpl.nasa.gov/catalog/PIA18436
Attachments
iapetus-bump.png

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #4by Art Blos » 28.09.2017, 18:16

Is it possible to reduce the number of polygons to 256 or 300 thousand? To reduce the load on the system.
Founder and head of the project "Celestia Origin"

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 2 months

Post #5by John Van Vliet » 29.09.2017, 02:53

you used a blur to fill in data

i used "resynthesizer" in gimp
https://github.com/bootchk/resynthesizer

as to less polys
-- maybe ?

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #6by Art Blos » 29.09.2017, 04:16

John Van Vliet < I have no experience with these utilities. You are better at this than me. You can simply reduce the number of polygons to 300,000 so that I can include Iapetus in "Celestia Origin"?
Founder and head of the project "Celestia Origin"

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 2 months

Post #7by John Van Vliet » 29.09.2017, 05:05

so you want it BIGGER
it is already as 244615 verts and 244620 faces , but it is UV mapped

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #8by Art Blos » 29.09.2017, 05:13

John Van Vliet wrote:so you want it BIGGER
it is already as 244615 verts and 244620 faces , but it is UV mapped
I am guided by the number of polygons. Now 489 240, and I ask to reduce to 300 000. For a very detailed model this is optimal. Is it really not clear that I want to increase productivity? :insane:
Founder and head of the project "Celestia Origin"

Avatar
CM1215 M
Posts: 221
Joined: 30.08.2017
Age: 22
With us: 7 years 2 months
Location: Ohio, U. S. A.

Post #9by CM1215 » 29.09.2017, 11:53

John, can you post this model in .obj format so that I can have my try at correctly orienting the texture?
CM1215: Celestial master in learning.

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #10by Art Blos » 29.09.2017, 12:03

By the way, I would also not refuse the format .obj. Then we can independently reduce the number of polygons.
Founder and head of the project "Celestia Origin"

Avatar
CM1215 M
Posts: 221
Joined: 30.08.2017
Age: 22
With us: 7 years 2 months
Location: Ohio, U. S. A.

Post #11by CM1215 » 29.09.2017, 18:57

Also, if you release the model in obj format, could it be non-UV-mapped? I would rather do the UV mapping myself.
CM1215: Celestial master in learning.

Avatar
FarGetaNik M
Posts: 484
Joined: 05.06.2012
With us: 12 years 5 months
Location: Germany

Post #12by FarGetaNik » 18.10.2017, 14:08

Does the model take oblateness into account? I can't really tell if the polar diameter is shorter than the equatorial diameter on this mesh.

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #13by Art Blos » 18.10.2017, 15:20

FarGetaNik wrote:Does the model take oblateness into account? I can't really tell if the polar diameter is shorter than the equatorial diameter on this mesh.
There's a difference of only 68 kilometers with a total size of 1492. Personally it seemed to me that everything was taken into account, although it is not easy to notice.
Founder and head of the project "Celestia Origin"

Avatar
FarGetaNik M
Posts: 484
Joined: 05.06.2012
With us: 12 years 5 months
Location: Germany

Post #14by FarGetaNik » 18.10.2017, 16:08

Art Blos wrote:There's a difference of only 68 kilometers with a total size of 1492.

Well it's about 4%. You can definately tell it's oblate when looking at Cassini images, the fact that I can't with this model makes me believe it's not oblate. This is easily fixed if I retain my "Oblateness" parameter in the ssc file.

Avatar
Art Blos M
Moderator
Posts: 1150
Joined: 31.08.2017
Age: 32
With us: 7 years 2 months
Location: Volgodonsk, Rostov Oblast, Russia

Post #15by Art Blos » 18.10.2017, 16:14

FarGetaNik wrote:This is easily fixed if I retain my "Oblateness" parameter in the ssc file.
Better this way:

Code: Select all

SemiAxes   [ 746 746 712 ]
Founder and head of the project "Celestia Origin"

Avatar
FarGetaNik M
Posts: 484
Joined: 05.06.2012
With us: 12 years 5 months
Location: Germany

Post #16by FarGetaNik » 18.10.2017, 17:21

Art Blos wrote:Better this way:
It doesn't matter, the result is the same :wink: I prefer oblateness on objects that have 2 identical equatorial axes.


Return to “Modelling”