Ceres Textures

Tips for creating and manipulating planet textures for Celestia.
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FarGetaNik M
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Post #41by FarGetaNik » 02.06.2017, 15:17

And finally a 21k albedo texture for Ceres:

http://fargetanik.deviantart.com/art/Ceres-Albedo-Texture-Map-21k-684083396

ceres-albedo-2k.jpg


With the matching bump map here.

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fsgregs
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Post #42by fsgregs » 02.06.2017, 15:41

How do you use an albedo texture in Celestia? Is there a line in the ssc file you use?

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FarGetaNik M
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Post #43by FarGetaNik » 02.06.2017, 15:45

Oh no, you just use it as

Code: Select all

   Texture      "ceres-albedo.*"


I called it albedo texture because it has essentially no shading, so it can be used together with a normalmap or mesh to render a realistic view of Ceres. I dislike shaded textures for that reason.

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fsgregs
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What am I not doing correctly?

Post #44by fsgregs » 02.06.2017, 16:15

Hi guys:

I thought I had all the correct files and model, and ssc file entries correct in my Ceres extras folder, but something is wrong. Here is a screenshot of my current Ceres:

Image

https://1drv.ms/i/s!AlxY_utkDRE6hmnobYRbBbSSz-sF
It does not look the same as the same image/location and date posted on 5/31. I am using the Color map and normal map files placed on the Ceres mesh file FarGetaNik posted on May 31. I am not using the bump map. Should I?

Could you please post the ssc file to use, along with a list of the texture file, mesh, normal map and any other file I am supposed to be using? Thanks so much.

Frank

ps - my image is not appearing. I placed it into my Microsoft OneDrive cloud site and do have a "share" link. Why is it not appearing?

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FarGetaNik M
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Post #45by FarGetaNik » 02.06.2017, 16:49

fsgregs wrote:https://1drv.ms/i/s!AlxY_utkDRE6hmnobYRbBbSSz-sF

This appears to be my screenshot?

fsgregs wrote:my image is not appearing. I placed it into my Microsoft OneDrive cloud site and do have a "share" link. Why is it not appearing?

I don't know what you did there, but I always upload an image as an attachement and place it in line.

On the subject: You have 2 main possibilities: Either use the mesh or the normalmap. You can use the bumpmap, but Celestia would convert it to a normalmap anyways, so no need for that.

Here is the code I am using:

Code: Select all

Modify "Ceres:1 Ceres:A899 OF" "Sol"
{
   Class      "dwarfplanet"
   Texture      "ceres-albedo.*"
   Radius      482.8      # Ceres best-fit triaxial ellipsoid 482.8 x 480.6 x 445.0 km
   Mesh      "ceres-hires.cmod"
   Color      [ 0.800 0.745 0.681 ]
   Albedo      0.036      # bond albedo
   LunarLambert   0.8
}
   

I went with the mesh because I like my Ceres to be 3D, but therefore the topography is of lower resolution. So you would put "ceres-hires.cmod" in extras/Ceres/models and "ceres-albedo.*" in extras/Ceres/textures/hires. Don't just use the 21k albedo map though, scale it down to a size your graphics card can handle, 8k in my case.

If you use the normalmap, your code would look like this:

Code: Select all

Modify "Ceres:1 Ceres:A899 OF" "Sol"
{
   Class      "dwarfplanet"
   Texture      "ceres-albedo.*"
   SemiAxes   [ 482.8 480.6 445.0 ]
   NormalMap   "ceres-normal.*"
   Color      [ 0.800 0.745 0.681 ]
   Albedo      0.036      # bond albedo
   LunarLambert   0.8
}
   

Again, place an 8k copy of "ceres-normal.*" in extras/Ceres/textures/hires.

Techically you could use the mesh and normalmap simultaniously, but it's a lot of work and I think Celestia doesn't handle it correctly. I made a thread on this subject also: https://celestiaproject.net/forum/viewtopic.php?f=30&t=17471


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