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Deimos

Posted: 21.10.2009, 04:13
by John Van Vliet
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Re: Deimos

Posted: 21.10.2009, 05:25
by t00fri
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

Re: Deimos

Posted: 22.10.2009, 07:27
by John Van Vliet
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Re: Deimos

Posted: 22.10.2009, 07:58
by t00fri
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

Re: Deimos

Posted: 22.10.2009, 08:46
by John Van Vliet
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Re: Deimos

Posted: 22.10.2009, 10:53
by t00fri
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

Re: Deimos

Posted: 06.11.2009, 03:28
by John Van Vliet
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Re: Deimos

Posted: 06.11.2009, 22:21
by BobHegwood
Hey, thanks a lot there John. :)
Much appreciated by the Brain-Dead. :wink:

Re: Deimos

Posted: 07.11.2009, 02:12
by Hungry4info
Wow nice. I didn't know Deimos was that well known.

Re: Deimos

Posted: 09.11.2009, 05:33
by John Van Vliet
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Re: Deimos

Posted: 12.11.2009, 14:47
by Hungry4info
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.

Re: Deimos

Posted: 12.11.2009, 15:09
by Hungry4info
Another picture, clearly showing that parts of Deimos are illuminated that are not facing the sun.

Re: Deimos

Posted: 12.11.2009, 19:04
by John Van Vliet
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Re: Deimos

Posted: 12.11.2009, 21:34
by Hungry4info
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
}

Re: Deimos

Posted: 13.11.2009, 00:36
by John Van Vliet
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Re: Deimos

Posted: 13.11.2009, 02:38
by John Van Vliet
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Re: Deimos

Posted: 13.11.2009, 07:33
by John Van Vliet
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Re: Deimos

Posted: 13.11.2009, 13:49
by Hungry4info
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. :)

Re: Deimos

Posted: 03.12.2009, 21:35
by fsgregs
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

Re: Deimos

Posted: 04.12.2009, 00:16
by John Van Vliet
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