Miranda Bump Map

Tips for creating and manipulating planet textures for Celestia.
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FarGetaNik M
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Re: Miranda Bump Map

Post #41by FarGetaNik » 29.12.2012, 10:58

t00fri wrote:Looking quite good.
Why didn't you blend the new surface texture with the previous one which would provide some structure also in the southern hemisphere? Both textures actually match very well (I checked).

Hm... well, Miranda wasn?t mapped completely and the texture of Celestia represents artificial structures. So I wanted to make a realistic one. I could mix the the textures and offer both or with the alt surface "limit of knowlege" if you want to. (Anything new about Uranus Orbiter?) And I would wonder if the textures didn?t fit: I painted the bumpmap on the original texture! :D

Of course the normalmap would look "stepped". I had to paint the bumpmap with a 16 bit program to avoid this. But the mapped area should look acceptable. The unmapped area contains wide steps which are annoying. It should be possible to blur those areas in the normalmap, or better: Resize the image to 4k and back to 2k, this should blur the whole map without loosing much quality.

Nibla
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Re: Miranda Bump Map

Post #42by Nibla » 03.02.2013, 15:14

t00fri wrote:
FarGetaNik wrote:Except of non-spherical models Celestia (or the models itself) doesn?t support normalmapping, right? I think 3D models are better than normalmaps, because Celestia shows the shape of the bodys. The height data don?t have to be scientific correct, they only should fit to the textures.
Incorrect, see Fenerit's reply. Why don't you install this set of asteroids ( Vesta, Eros, Itokawa, Phoebe, Phobos, and Mimas) as a proof that Celestia works fine with normalmaps on non-spherical models. ChrisL did it. The trick here is that he uses lower resolution non-spherical models to start and applies normalmaps derived from high-resolution models. This saves a lot of polygons...

http://www.celestiaproject.net/~claurel/celest ... models.zip

E.g. Itokawa:
[Click on images by all means!]
itokawa.jpg


or Eros
eros.jpg



FarGetaNik wrote:I don?t know much about that stuff... but I?m a Windows 7 32 bit user. I found some tools about normalmapping and that stuff, but only a black (DOS?) window opened and the programs didn?t launch. Maybe I need other software if they only run as a tool of an other imaging software.
And I know that Clestia converts every bumpmap to normalmap, but if the image is not that big, I think this is not necessary to be done before, but if you know a program launching on my pc, I?ll try ;)

Right... 16bit...32bit binary numbers in the context of elevation maps are completely unrelated to whether you use a 32bit or 64bit Windows OS. To encode elevations in form of integer numbers (e.g. meter units) saves a lot of storage space! That's why this format is used.

If one restricts oneself to just 8bit numbers, there are obviously only 2**8 = 256 elevations you may assign. Usually this is much too rough for describing elevations of moons or planets. With 16bit numbers you already can use 2**16 = 65536 elevations, which is already MUCH better and thus mostly used.. 32bit numbers are already an overkill, since this would give you 2**32 = 4 294 967 296 elevation values to encode.

It seems you also don't know about using command line programs. If you don't tell windows the PATH where your command line software resides, it will not be found. Instead you'll get all sorts of crazy sounding errors This is all completely independent of height maps. ;-)

I was not thinking of reprojection with GIMP. I mean real reprojection software like in ISIS3 or less professionally but working well: 'mmps'. Celestia wants normalmaps as well as bumpmaps in simple cylindrical projection.

I was thinking about such tools before, but didn?t found them. But I would need the degree grid of the image to convert it correctly, right?

You enter all image data along with the the body's radius and the camera vector. Then a reprojected image is generated. You can also simply enter the initial projection along with the desired one.

Fridger
Wow, that is an incredible addon. 8O Is this possible to do with other Solar system bodies :?:
^_^

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John Van Vliet
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Re: Miranda Bump Map

Post #43by John Van Vliet » 09.02.2013, 22:32

--- edit ---
Last edited by John Van Vliet on 18.10.2013, 11:47, edited 1 time in total.

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t00fri
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Re: Miranda Bump Map

Post #44by t00fri » 10.02.2013, 12:44

john Van Vliet wrote:

Saturn ??
see "stereo moons "
http://stereomoons.blogspot.com

OF COURSE the Saturn system with direct measurements of moon topography from the work of Dr. Paul Schenk, who is also a member of CM:

http://forum.celestialmatters.org/viewtopic.php?t=391

His topographic maps of the icy Saturnian moons are indeed most interesting, notably since they constitute the first TRUE topographic measurements (via the Cassini stereo camera) for the Saturnian moons

See also the video I made for Iapetus in that thread...

Find the real stuff at CelestialMatters ;-)

Fridger
Image

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FarGetaNik M
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Re: Miranda Bump Map

Post #45by FarGetaNik » 12.02.2013, 18:08

I just uploaded my addon - with bump maps. Includes an AltSurface for the northern hemisphere.

Meanwhile I made my Neptune/Rings-Addon, already on the Motherlode. I have a more exact ring-texture now, I?ll reupload it soon...
And found a method how to create bump maps! Decomposing an image in HSV and using the saturation(?)-channel. The problems are jpg-compression and strong shadows, but this gives something which looks like a bump map. Following some objects with acceptable bumpmaps with this method:
-Jupiter
-Neptune (see my addon)
-Europa
-Ganymede
-Umbriel
The data on "stereo moons" is not in high quality, but if you mix it with a highpass-filter image, you get a nice bumpmap of Rhea. :wink:

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John Van Vliet
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Re: Miranda Bump Map

Post #46by John Van Vliet » 12.02.2013, 18:52

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