Kolano wrote:t00fri, thanks for the info. I had noticed there was little difference between my image and the 2k one. At the same time I use the 64k earth texture even though its based on only a 43k image, as I prefer to get all the detail I can, even if it means there are some wasted pixels. Though I guess I really should hit up the Nasa Worldwindow server at some point to grab the hi-res tiles there.
As should be obvious: interpolation is /much/ more reliable than extrapolation, notably if (bi) cubic interpolations are employed for the resizing process. To make a 4k texture of an original width of 2700 pixel, an /extrapolation/ by a factor 4096/2700=1.52 is required. In order to arrive at a 2k texture the rescaling /interpolation/ involved amounts only to 25%. (factor 0.75=2048/2700).
In case of earth, 32k <-- 43k --> 64k the factors are similar.
According to my personal experience with making hires 32k earth textures, many people are not aware how to sharpen correctly. The main problem in this game is NOISE as usual.
Incorrect sharpening tends to affect the colors and often makes things worse rather than better. It is crucial to decompose the colored earth texture into L A B grayscale channel layers first and
only sharpen the luminance (L) channel!. Therafter one re-composes the L A B channels into the new RGB texture. This way, only the desired "signal" pixels are sharpened but NOT the noise! There are further tricks one may apply in addition, like making a smooth edge detection sharpening mask with standard image manipulation techniques. This way one may particularly and smartly sharpen sensitive areas in the texture. ...and so on...
Also, the sharpening must always be the /last/ operation.
In Celestia, the impression of the display most sensitively reflects the quality of the used
normal map (much more than the main texture!). Thus, the main decisions on whether the result is pleasing or at best mediocre, implicitly take place when people perform image manipulation steps on the normal maps (16bit -> 8bit reduction, size reductions, sharpening, etc). An instructive selection of bad examples may be found on ML!
In summary:I claim that a well-done 32k earth texture, with all those points carefully accounted for, can compete well with a blown-up 64k appearance. Yet, let me emphasize, that Jestr's 64k earth is very nice!
Bye Fridger