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16k or 32k realistic exoplanet cloud texture files?
Posted: 18.12.2016, 18:16
by john71
I'm thinking about making 16k or 32k realistic exoplanet cloud texture files, because I use hires Earth cloud texture files for every fictional exoplanet and it is kind of boring....
Do you know any similar attempt? Any hires exoplanet cloud textures somewhere?
Posted: 18.12.2016, 20:26
by John Van Vliet
i make a lot of textures and for planets.
With almost NO real information a 16 or 32 k texture is A TON of work .
the surface area of a 32 k map is 4 times the area of a 16k , and hence 4 TIMES the work
so a 32k is 16X the work and time of a 8k map and 64 times the work of a 4k map
if you want to put that amount of time into it ... go for it but big textures take up a lot of drive space
as for clouds a simple node generated noise can make clouds that are " ok'ish "
and even add some rotational distorts
Posted: 21.12.2016, 15:03
by john71
Celestia can handle 4096x4096 tiles so at 32k you need only level0 level1 and level2...With using Gimp it is not at all an impossible task. The main problem for me is to find/create a 32k cloud file!
Posted: 21.12.2016, 18:11
by John Van Vliet
i would not use 4k tiles
512 or 1024 is normally the best compromise for speed and ram
for disk space usage
use the "texture tools" and have the pole area resized in proportion to latitude circumference
Posted: 21.12.2016, 19:49
by john71
Thanks, I'll try that! 4k tiles are a brutal way to test the limits of Celestia and your PC hardware but they really work on a fast PC.
Posted: 02.02.2017, 09:22
by Nordhsson
Thanks, I'll try that! 4k tiles are a brutal way to test the limits of Celestia and your PC hardware but they really work on a fast PC.
I agree 4k tiles will really test your computer and Celestia hehe...
Posted: 02.02.2017, 18:09
by john71
Do you know what a tile is? Do you know the difference between 4k tiles and 4k textures?