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Preview Phobos
Posted: 08.09.2009, 06:40
by John Van Vliet
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Re: Preview Phobos
Posted: 08.09.2009, 12:01
by cartrite
Hey John,
That looks really nice. Looks like the texture is mapped right. Did you have to orient the model before exporting or does Celestia render what Blender shows now? In the past, Celestia showed the opposite of what Blender showed.
cartrite
Re: Preview Phobos
Posted: 08.09.2009, 20:07
by John Van Vliet
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Re: Preview Phobos
Posted: 09.09.2009, 17:14
by Fenerit
Finally your "battle" has been won! It wouldn't a Mars' follower...
Re: Preview Phobos
Posted: 09.09.2009, 18:49
by BobHegwood
john Van Vliet wrote:I have been working on a new Phobos .cmod model and texture
This is still my OLD map but with a testing cmod .I finally got it to work ( thanks cartrite )
http://www.youtube.com/watch?v=SdB5TL-VmnE
Absolutely beautiful there John.
I did notice a few small artifacts during the display, but I suppose that those
could also be coming from the video itself.
At any rate, it still looks to be far better than anything else I have on my system.
Thanks, Brain-Dead
Re: Preview Phobos
Posted: 10.09.2009, 05:07
by John Van Vliet
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Re: Preview Phobos
Posted: 10.09.2009, 08:44
by Fenerit
john Van Vliet wrote:this is just ODD
now i need to find out why . Just look - research time
Can you find what is not right in this picture ?
1) orbit sample is out of object;
2) Phobos' southern emisphere has reverse bumps
Re: Preview Phobos
Posted: 10.09.2009, 16:08
by chris
john Van Vliet wrote:this is just ODD
now i need to find out why . Just look - research time
Can you find what is not right in this picture ?
John--
The normals in the model are inverted. Your modeling software should have a simple option to fix this: "Invert Normals", "Flip Normals", etc. Your Phobos is looking great otherwise!
--Chris
Re: Preview Phobos
Posted: 10.09.2009, 21:14
by cartrite
Inverting the normals in Blender doesn't work. Because the texture map also gets inverted. There is something just different the way Blender calculates the normals that make them not work right in Celestia. I tried many a night but I gave up with using Blender to compensate for this problem. But cmodfix will calculate the normals correctly. That is what I ended up using for every model I created with Blender.
cartrite
Re: Preview Phobos
Posted: 10.09.2009, 23:31
by Fenerit
About these issues concerning meshes' manipulation, just FYI (and probably you already knew), a Win/Linux/Mac software with lots of filters really working is Meshlab:
http://meshlab.sourceforge.net/Here there is an impressive list of filters's features:
http://meshlab.sourceforge.net/wiki/index.php/Filter_List_1.2.2
Re: Preview Phobos
Posted: 11.09.2009, 05:04
by John Van Vliet
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Re: Preview Phobos
Posted: 12.09.2009, 10:13
by Hungry4info
Astounding. Very nice!
Re: Preview Phobos
Posted: 12.09.2009, 12:17
by cartrite
Hey John,
I seen your problems with the new script at CM. Here is the script I used without all that code nonsense.
It should run without ANY changes. If it doesn't, I GIVE UP.
cmod-exportmesh.py.zip
cartrite
Re: Preview Phobos
Posted: 15.09.2009, 20:17
by t00fri
Hi,
if you are interested in a preview of my 4k colored Phobos@CM, have a click
http://forum.celestialmatters.org/viewtopic.php?t=333I prepared it a while ago for my ongoing
Celestia.Sci project. Hence for now, no download (yet). Sorry.
Enjoy,
Fridger
Re: Preview Phobos
Posted: 15.09.2009, 20:27
by John Van Vliet
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Re: Preview Phobos
Posted: 23.09.2009, 17:36
by t00fri
If you are interested how to convert directly non-spherical
scientific shape model data (Phobos, Itokawa,...) without Blender, Animor8 etc to CMOD format, have a look in my new CM thread!
http://forum.celestialmatters.org/viewtopic.php?t=337Fridger
Re: Preview Phobos
Posted: 25.09.2009, 05:27
by John Van Vliet
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updated Phobos ?
Posted: 25.02.2010, 18:13
by Boxx
Hello,
(I think this thread is the best place to ask)
I made a first animation with Celestia to explain Phobos closest-ever Fly-By on March 3rd, 2010 by Mars Express. I'm wondering weither Celestia v.1.6.0 includes the updated shape and texture or if ESA/DLR has just released a new reference (here below)...
Well, I asked ESA for updated data and they made the German agency (DLR) just published new links. Thus :
I'm afraid that t00fri's explanations on how to create cmod from scientific data are beyond my skills and that I'm counting on an add-on.
Re: Preview Phobos
Posted: 25.02.2010, 21:27
by John Van Vliet
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Re: Preview Phobos
Posted: 15.06.2010, 03:55
by W0RLDBUILDER
Looking good, but it would be nice if Celestia supported bumpmapping/normalmapping on meshes. It would look even better then. Unfortunately, AFAIK, we have to stick to those preshaded/baked-shading maps.