Deimos

Post requests, images, descriptions and reports about work in progress here.
Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Deimos

Post #1by John Van Vliet » 21.10.2009, 04:13

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:19, edited 2 times in total.

Avatar
t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 8 months
Location: Hamburg, Germany

Re: Deimos

Post #2by t00fri » 21.10.2009, 05:25

Nice, but what about the references?

Where is the model from and what data are used for the texture? Is it strictly from scientific data or did you also involve some "eyeball" work?

Fridger
Image

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #3by John Van Vliet » 22.10.2009, 07:27

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:19, edited 1 time in total.

Avatar
t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 8 months
Location: Hamburg, Germany

Re: Deimos

Post #4by t00fri » 22.10.2009, 07:58

john Van Vliet wrote:the mesh is inferred m2deimos.tab ( ascii2isis) with a bunch of editing to bump the image to 4k, and add detail . Then drop it down to 360x178 to import to Blender .Then some blender " magic "
The new vids are with the cmod recentred after editing the " MeshCenter " to [ 0.00 -0.10 0.10 ]
two fresh vids
" with the texture map "
http://www.youtube.com/watch?v=Ob5d9XTdjfU

" and without the texture "
http://www.youtube.com/watch?v=g7A4RaaOzho

John,

I understand your procedure, but still what where the scientific imputs?

Where are the model "details" BEYOND m2deimos.tab from? Did you do those by "eyeball" or not? Where is the texture imaging from? Was it just part of isis3 and projected to simple cylindrical within isis3? Was there some additional "fiddling" to achieve matching between the model and the texture/location data?

Fridger
Image

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #5by John Van Vliet » 22.10.2009, 08:46

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:19, edited 1 time in total.

Avatar
t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 8 months
Location: Hamburg, Germany

Re: Deimos

Post #6by t00fri » 22.10.2009, 10:53

John,

thanks for filling in the details of your procedure.
So you shaped the model by hand (or "eyeball") around the given m2deimos.tab data, using Phil Stooke's texture as a guide?

Fridger
Image

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #7by John Van Vliet » 06.11.2009, 03:28

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:20, edited 1 time in total.

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 1 month

Re: Deimos

Post #8by BobHegwood » 06.11.2009, 22:21

Hey, thanks a lot there John. :)
Much appreciated by the Brain-Dead. :wink:
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

Avatar
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 2 months
Location: Indiana, United States

Re: Deimos

Post #9by Hungry4info » 07.11.2009, 02:12

Wow nice. I didn't know Deimos was that well known.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #10by John Van Vliet » 09.11.2009, 05:33

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:20, edited 1 time in total.

Avatar
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 2 months
Location: Indiana, United States

Re: Deimos

Post #11by Hungry4info » 12.11.2009, 14:47

The models are on the motherlode now. Downloaded them as quick as I could.

The High_Poly one seems to be displaying some interesting anomalies. The texture is Celestia's default, so the colour is as expected. I'm running 1.6.0. In my STC (posted below), I have applied a LunarLambart to Deimos (and anything without a significant atmosphere, to be honest) to make it look more appealing. It looks like the wrong side of Deimos is being illuminated.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 2 months
Location: Indiana, United States

Re: Deimos

Post #12by Hungry4info » 12.11.2009, 15:09

Another picture, clearly showing that parts of Deimos are illuminated that are not facing the sun.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #13by John Van Vliet » 12.11.2009, 19:04

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:20, edited 1 time in total.

Avatar
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 2 months
Location: Indiana, United States

Re: Deimos

Post #14by Hungry4info » 12.11.2009, 21:34

I am able to reproduce this "bug" with both the low_poly model, and without a Lambert.

I am assuming that the issue is on my side.

Code: Select all

"Deimos:Mars II" "Sol/Mars"
{
   Mesh "Deimos_LowPoloy.cmod"
   Texture "deimos.*"
   Radius 7.9 # maximum semi-axis
   MeshCenter [ -0.299 -0.284 0.369 ]

   EllipticalOrbit
   {
   Period            1.262441
   SemiMajorAxis     23463.2
   Eccentricity      0.00033
   Inclination       1.793
   AscendingNode    25.229
   ArgOfPericenter 208.213
   MeanAnomaly     344.128
   }

   UniformRotation
   {
   Inclination        0.9
   AscendingNode   183.0
   MeridianAngle      214.7
   }

   #LunarLambert 1.0 # To make it more photorealistic.
   Albedo         0.08
}
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #15by John Van Vliet » 13.11.2009, 00:36

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:21, edited 1 time in total.

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #16by John Van Vliet » 13.11.2009, 02:38

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:21, edited 1 time in total.

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #17by John Van Vliet » 13.11.2009, 07:33

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:21, edited 1 time in total.

Avatar
Hungry4info
Posts: 1133
Joined: 11.09.2005
With us: 19 years 2 months
Location: Indiana, United States

Re: Deimos

Post #18by Hungry4info » 13.11.2009, 13:49

john Van Vliet wrote:problem fixed
for the ones who downloded it here is a cmod ONLY zip file
Deimos.HiPoloy.cmod.zip
http://www.zshare.net/download/68396817371ad583/

That one works perfectly on my computer. Thank-you very much. :)
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

Avatar
fsgregs
Posts: 1307
Joined: 07.10.2002
With us: 22 years 1 month
Location: Manassas, VA

Re: Deimos

Post #19by fsgregs » 03.12.2009, 21:35

John:

I just downloaded the Deimos_Hiipoly.zip file from Motherlode and discovered that when run, no texture is mapped onto the CMOD file. it just appears gray. That is because the 4kDeimos.png file in your addon is not inside a medres folder. It is simply inside a "textures" folder. The CMOD cannot find it.

When I put it into a medres folder inside the textures folder, then the texture maps beautifully to the mesh.

Suggest you edit the motherlode add-on to add a medres folder.

FYI

Frank

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 3 months

Re: Deimos

Post #20by John Van Vliet » 04.12.2009, 00:16

--- edit ---
Last edited by John Van Vliet on 19.10.2013, 03:21, edited 1 time in total.


Return to “Add-on development”