I created a high-resolution albedo texture for Vesta. Here a 8k jpg preview (orginal file is 26702x13351 pixels):
The data is from here: http://sbn.psi.edu/archive/dawn/fc/DWNVFC2_2/EXTRAS/HAMO_COLOR/
Unfortunately for an amateur image processing enthusiast the textures are 32bit HDR 1 GB tiff monsters, which I can't handle. So I had to convert them to ordinary 8bit png images for further use. Because of the low contrast, I might have lost some details there, but I have a different problem... anyways an red green violet filter composite (violet mixed with 20% green to simulate "blue") resulted in basically grey map. So this is a near-IR green violet composite, with saturation exagerated by a factor of 2. See how "colorful" it is... after a bit of google search I found Vesta's bond albedo to be 0.20, wich is consistend assuming the trextures to be gamma-corrected.
I'm very confused by the coordinate system of Vesta. There is one IAU system centered around Olbers Regio, and a Dawn one defined by the Claudia crater. Reading along the documentation of the textures, it says westermost longitude is -210° so I assumed I had to shift the texture by 30° to the left to have 0° centered for use in Celestia. But I don't even know which coordinate system is used there, presumably the Dawn system. The texture doesn't fit the 3D models I use. Which brings up another question: Is the coordinate system based on Vesta's shape? It's approximately an oblate spheroid, but is usually modelled as a triaxial ellipsoid. So if it has a longest axis, does it coincide with the prime meridian or is was chosen randomly?
I guess my offset was simply wrong and I might need an offset of 180° instead if I interprete Vesta maps correctly.
Vesta Albedo Texture
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Topic authorFarGetaNik
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- John Van Vliet
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nice
this screenshot is a early map -- same data
http://dawndata.igpp.ucla.edu/tw.jsp?section=geometry/DTMs/DLR_HAMO_DTM
0 long is on the left 180 in the center and 360 on the right
this screenshot is a early map -- same data
http://dawndata.igpp.ucla.edu/tw.jsp?section=geometry/DTMs/DLR_HAMO_DTM
0 long is on the left 180 in the center and 360 on the right
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Topic authorFarGetaNik
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- Location: Germany
John Van Vliet wrote:0 long is on the left 180 in the center and 360 on the right
I assume this is in the Dawn/Claudia coordinate system. Ok so for Celestia this needs to be shifted by 180°. May I ask which color filters you used?
I've got another idea how to process these textures properly. I'll come back with my results
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Topic authorFarGetaNik
- Posts: 484
- Joined: 05.06.2012
- With us: 12 years 7 months
- Location: Germany
I'm done, here's my final Vesta albedo texture:
This version should contain less artifacts, also it's correctly aligned, at least it fits my mesh of Vesta (as good as it can get, because the texture is in a slightly different projection than the mesh, some areas are shifted to the east, some to the west). Unfortunately, it looks much more dull than anticipated, but I guess this is as realistic as it can get:
Let me know if someone wants the 26k version, it's a 141MB png. Because I removed some noise, the effective resolution is somewhat smaller, maybe 16k is appropriate. Also I wonder if Celestia supports Virtual Textures on a mesh... I might try this eventually.
This version should contain less artifacts, also it's correctly aligned, at least it fits my mesh of Vesta (as good as it can get, because the texture is in a slightly different projection than the mesh, some areas are shifted to the east, some to the west). Unfortunately, it looks much more dull than anticipated, but I guess this is as realistic as it can get:
Let me know if someone wants the 26k version, it's a 141MB png. Because I removed some noise, the effective resolution is somewhat smaller, maybe 16k is appropriate. Also I wonder if Celestia supports Virtual Textures on a mesh... I might try this eventually.