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Iapetus cmod
Posted: 28.09.2017, 16:05
by John Van Vliet
a cmod from Dr. Paul Schenk's heightmap
http://stereomoons.blogspot.com/search?q=iapetusa mesh and normal only preview
THE ZIP Filehttps://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 )
Posted: 28.09.2017, 16:19
by Art Blos
Wow! And where can I download this model? Or is it inaccessible?
Posted: 28.09.2017, 18:03
by FarGetaNik
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
Posted: 28.09.2017, 18:16
by Art Blos
Is it possible to reduce the number of polygons to 256 or 300 thousand? To reduce the load on the system.
Posted: 29.09.2017, 02:53
by John Van Vliet
you used a blur to fill in data
i used "resynthesizer" in gimp
https://github.com/bootchk/resynthesizeras to less polys
-- maybe ?
Posted: 29.09.2017, 04:16
by Art Blos
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"?
Posted: 29.09.2017, 05:05
by John Van Vliet
so you want it BIGGER
it is already as 244615 verts and 244620 faces , but it is UV mapped
Posted: 29.09.2017, 05:13
by Art Blos
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?
![Не понимаю :insane:](./images/smilies/smile_insane.gif)
Posted: 29.09.2017, 11:53
by CM1215
John, can you post this model in .obj format so that I can have my try at correctly orienting the texture?
Posted: 29.09.2017, 12:03
by Art Blos
By the way, I would also not refuse the format .obj. Then we can independently reduce the number of polygons.
Posted: 29.09.2017, 18:57
by CM1215
Also, if you release the model in obj format, could it be non-UV-mapped? I would rather do the UV mapping myself.
Posted: 18.10.2017, 14:08
by FarGetaNik
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.
Posted: 18.10.2017, 15:20
by Art Blos
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.
Posted: 18.10.2017, 16:08
by FarGetaNik
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.
Posted: 18.10.2017, 16:14
by Art Blos
FarGetaNik wrote:This is easily fixed if I retain my "Oblateness" parameter in the ssc file.
Better this way:
Posted: 18.10.2017, 17:21
by FarGetaNik
Art Blos wrote:Better this way:
It doesn't matter, the result is the same
![Wink :wink:](./images/smilies/smile_wink.gif)
I prefer oblateness on objects that have 2 identical equatorial axes.