Preview Phobos

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John Van Vliet
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Preview Phobos

Post #1by John Van Vliet » 08.09.2009, 06:40

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Re: Preview Phobos

Post #2by cartrite » 08.09.2009, 12:01

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.
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Re: Preview Phobos

Post #3by John Van Vliet » 08.09.2009, 20:07

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Fenerit M
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Re: Preview Phobos

Post #4by Fenerit » 09.09.2009, 17:14

Finally your "battle" has been won! It wouldn't a Mars' follower... :wink:
Never at rest.
Massimo

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Re: Preview Phobos

Post #5by BobHegwood » 09.09.2009, 18:49

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. :D
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. :wink:
Thanks, Brain-Dead
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Re: Preview Phobos

Post #6by John Van Vliet » 10.09.2009, 05:07

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Re: Preview Phobos

Post #7by Fenerit » 10.09.2009, 08:44

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 ?
Image

1) orbit sample is out of object;
2) Phobos' southern emisphere has reverse bumps
Never at rest.
Massimo

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Re: Preview Phobos

Post #8by chris » 10.09.2009, 16:08

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 ?
Image

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

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Re: Preview Phobos

Post #9by cartrite » 10.09.2009, 21:14

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.
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Re: Preview Phobos

Post #10by Fenerit » 10.09.2009, 23:31

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
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Re: Preview Phobos

Post #11by John Van Vliet » 11.09.2009, 05:04

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Re: Preview Phobos

Post #12by Hungry4info » 12.09.2009, 10:13

Astounding. Very nice! 8O
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

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Re: Preview Phobos

Post #13by cartrite » 12.09.2009, 12:17

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. 8O
cmod-exportmesh.py.zip


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Re: Preview Phobos

Post #14by t00fri » 15.09.2009, 20:17

Hi,

if you are interested in a preview of my 4k colored Phobos@CM, have a click

http://forum.celestialmatters.org/viewtopic.php?t=333

I prepared it a while ago for my ongoing Celestia.Sci project. Hence for now, no download (yet). Sorry.

Enjoy,
Fridger
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Re: Preview Phobos

Post #15by John Van Vliet » 15.09.2009, 20:27

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Re: Preview Phobos

Post #16by t00fri » 23.09.2009, 17:36

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=337

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Re: Preview Phobos

Post #17by John Van Vliet » 25.09.2009, 05:27

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updated Phobos ?

Post #18by Boxx » 25.02.2010, 18:13

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.
Boxx
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"Here is the box, the lamb you want is inside", Saint-Ex'

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Re: Preview Phobos

Post #19by John Van Vliet » 25.02.2010, 21:27

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Last edited by John Van Vliet on 20.10.2013, 08:11, edited 1 time in total.

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Re: Preview Phobos

Post #20by W0RLDBUILDER » 15.06.2010, 03:55

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.


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