Io Nightside plus USGS basemap

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Io Nightside plus USGS basemap

Post #1by volcanopele » 22.02.2010, 09:38

Yesterday, I posted a video showing the four Jupiter Europa Orbiter encounters with Jupiter's moon Io on Youtube:

http://www.youtube.com/watch?v=FRpSgmgfCes

The video included my USGS basemap texture plus a nightside texture that has glowing hotspots from active volcanoes. I've put these together into a little add-on for others to use and uploaded it to my website:

http://pirlwww.lpl.arizona.edu/~perry/C ... GS_map.zip

You should be able to just unzip that into the Extras folder. I even made a new version of that nightside texture with a few more hotspots and with better resolution. I should point out too that I've included both the nightside texture and the basemap in one add-on as the details in the nightside texture coincide with features in the USGS basemap. Using another dayside texture with this nightside texture may cause distracting offsets.

Enjoy!
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John Van Vliet
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Re: Io Nightside plus USGS basemap

Post #2by John Van Vliet » 28.02.2010, 06:29

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Re: Io Nightside plus USGS basemap

Post #3by volcanopele » 28.02.2010, 20:13

The map uses the USGS basemap and basically "paints" dark paterae floor terrain or volcanoes that have been seen as hotspots. For volcanoes where we have high resolution thermal data, like the Amirani data you linked to, I painted only those areas where thermal emission was seen. I'll be honest though, at visible wavelengths, you wouldn't see that much lava from active volcanoes at visible wavelengths, but this is good as something representational.

With respect to your map, the biggest issue I have is those auroral glows aren't on the surface. They are in the atmosphere ~5-40 km above the surface. So these glows probably aren't best represented by a nightside surface map, though I conceded I don't know how else they would be
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Re: Io Nightside plus USGS basemap

Post #4by danielj » 28.02.2010, 22:28

Why the USGS map has ONLY 4k,since most of the more recent maps are 8k or even 16k?Are the other maps partly artistic I would like to know.

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Re: Io Nightside plus USGS basemap

Post #5by John Van Vliet » 28.02.2010, 22:38

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Re: Io Nightside plus USGS basemap

Post #6by Hungry4info » 01.03.2010, 02:55

If I recall, the consecutive Voyager flybys of Io showed variability on the scale of a few months. Some plumes started up while others shut down. Some that are active in New Horizons images may no longer be. It probably wouldn't be too terrible a crime to just choose random volcanic sites to put plumes at.
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Re: Io Nightside plus USGS basemap

Post #7by danielj » 01.03.2010, 11:57

I wasn?t talking about the Io nightmap.I was talking about the USGS map itself,supposed to be official...

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Re: Io Nightside plus USGS basemap

Post #8by volcanopele » 01.03.2010, 16:10

Actually, the USGS basemap is 16k IIRC, expanded from 11445x5723 [ http://astrogeology.usgs.gov/Projects/J ... es/io.html ]. I used a virtual texture for Io in this case.

As far as the volcanoes go, keep in mind that only about ~24 plumes have ever been observed on Io, with 6-8 observed at any one time, though New Horizons did see a few more. There are a few plume sites that are more or less persistent (Prometheus, Amirani, Masubi, Marduk, Zamama, and Kanehekili) and most add-ons that include plumes should probably stick to those. Most active volcanoes on Io do not have visible active plumes, but do have thermal emission, though like I said, most of the ones that I present don't have that much emission at visible wavelengths, and were mostly seen in the near-infrared (0.75-5 microns).
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Re: Io Nightside plus USGS basemap

Post #9by Fenerit » 06.03.2010, 13:43

Hungry4info wrote:If I recall, the consecutive Voyager flybys of Io showed variability on the scale of a few months. Some plumes started up while others shut down. Some that are active in New Horizons images may no longer be. It probably wouldn't be too terrible a crime to just choose random volcanic sites to put plumes at.

This is interesting and could be made within the LUATOOLS and with the Chris/Cham sprite plumes. A random choice of one of several different (Visible false) location's SSC through a CELX script either in pure random mode or time (months?) based.

EDIT LATER:

Best still; with a LUA plug-in? :roll:
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Re: Io Nightside plus USGS basemap

Post #10by volcanopele » 06.03.2010, 19:30

Would there be a way to script it so that at some times it is random, other times there are set plumes at locations?

We have seen plumes at 24 volcanoes. As I said in my previous post, some are persistent, meaning that every time we have looked for it, the plume was there. Prometheus, Kanehekili, Marduk, and Amirani fit this description. Some have been persistent after a certain date: Zamama since the start of the Galileo mission in 1996, Thor since its eruption in 2001 come to mind. Some have only been observed during a specific eruption: Volund, Maui, Aten, and Loki in 1979, Ra in 1996, Grian in 1999, Dazhbog in 2000, Surt in 1979 and 2001, Pillan in 1997, and Kurdalagon, N. Lerna Regio (grrr...we need to get that thing a real name) and Zal in 2007. Masubi is a freak...moving around its flow field, occasionally with TWO plumes... Pele...now that volcano could use a random activity generator. Tvashtar could be expressed as a random plume after November 1999.

Outside of these times, we don't have constraints on plume activity so some plumes could be expressed as random with differing intervals between visible plumes. some you would see maybe once a decade or two or three, some you would see at random intervals. Others like Prometheus, Kanehekili, Zamama, Marduk, and Amirani should be persistent (though the shift in position of Prometheus and Amirani between 1979 and 1996 should be included?), and always visible.
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Re: Io Nightside plus USGS basemap

Post #11by danielj » 06.03.2010, 22:08

The map you put to download has ONLY 4k,since the images are 1024x512 and the VT only goes until level 2.I am waiting for a bigger resolution texture...



volcanopele wrote:Actually, the USGS basemap is 16k IIRC, expanded from 11445x5723 [ http://astrogeology.usgs.gov/Projects/J ... es/io.html ]. I used a virtual texture for Io in this case.

As far as the volcanoes go, keep in mind that only about ~24 plumes have ever been observed on Io, with 6-8 observed at any one time, though New Horizons did see a few more. There are a few plume sites that are more or less persistent (Prometheus, Amirani, Masubi, Marduk, Zamama, and Kanehekili) and most add-ons that include plumes should probably stick to those. Most active volcanoes on Io do not have visible active plumes, but do have thermal emission, though like I said, most of the ones that I present don't have that much emission at visible wavelengths, and were mostly seen in the near-infrared (0.75-5 microns).

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Re: Io Nightside plus USGS basemap

Post #12by John Van Vliet » 06.03.2010, 22:17

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Re: Io Nightside plus USGS basemap

Post #13by volcanopele » 06.03.2010, 22:27

hmm, you are right danielj, I thought I had extended it to 16k, but it is actually 8k (8192x4096)... Well, you aren't actually missing much. Maybe a bit on the southern, sub-Jupiter hemisphere. The original image is 11445x5723.
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Re: Io Nightside plus USGS basemap

Post #14by Fenerit » 07.03.2010, 13:08

volcanopele wrote:Would there be a way to script it so that at some times it is random, other times there are set plumes at locations?

As a whole, the reply is yes. Would be enough just to treat each plume independently from the other. (here I'm thinking more within the LUA tools/plug-in framework for its complete control upon the LUA language, than within the usual CELX scripting, but the differences should be minimal and definitively on how that script is initialized).

We have seen plumes at 24 volcanoes. As I said in my previous post, some are persistent, meaning that every time we have looked for it, the plume was there. Prometheus, Kanehekili, Marduk, and Amirani fit this description. Some have been persistent after a certain date: Zamama since the start of the Galileo mission in 1996, Thor since its eruption in 2001 come to mind. Some have only been observed during a specific eruption: Volund, Maui, Aten, and Loki in 1979, Ra in 1996, Grian in 1999, Dazhbog in 2000, Surt in 1979 and 2001, Pillan in 1997, and Kurdalagon, N. Lerna Regio (grrr...we need to get that thing a real name) and Zal in 2007. Masubi is a freak...moving around its flow field, occasionally with TWO plumes... Pele...now that volcano could use a random activity generator. Tvashtar could be expressed as a random plume after November 1999.

Outside of these times, we don't have constraints on plume activity so some plumes could be expressed as random with differing intervals between visible plumes. some you would see maybe once a decade or two or three, some you would see at random intervals. Others like Prometheus, Kanehekili, Zamama, Marduk, and Amirani should be persistent (though the shift in position of Prometheus and Amirani between 1979 and 1996 should be included?), and always visible.

random choices within a year > month iterator are possibles. Supposed persistent plumes should be untouched.
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Re: Io Nightside plus USGS basemap

Post #15by danielj » 07.03.2010, 14:17

I know that.I myself was using a bigger resolution map,but I thought the USGS Io map was more accurate...

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Re: Io Nightside plus USGS basemap

Post #16by selden » 07.03.2010, 15:11

volcanopele wrote:Would there be a way to script it so that at some times it is random, other times there are set plumes at locations?

It could be done in several different ways using either a CelX script or ScriptedOrbit.

One way would be to predefine all of the different plumes in an SSC file and use a CelX script to change their visibility settings. Due to the design of Celestia, though, that would have to be the only CelX script that's running. Alternatively, a ScriptedOrbit function could be "misused" to vary their visibility settings.

Another way would be to define a smaller number of plumes numbered 1-N and use a ScriptedOrbit function to place each of them at different positions on Io's surface at different times. N would correspond to the maximum number of plumes visible at the same time. Of course, some could have fixed locations.

(Personally I wouldn't use the Lua Tools package because of all of the other "unnecessary" functions that it would be adding. But that's just me.)
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Re: Io Nightside plus USGS basemap

Post #17by Fenerit » 07.03.2010, 17:00

selden wrote:
volcanopele wrote:Would there be a way to script it so that at some times it is random, other times there are set plumes at locations?

It could be done in several different ways using either a CelX script or ScriptedOrbit.

One way would be to predefine all of the different plumes in an SSC file and use a CelX script to change their visibility settings. Due to the design of Celestia, though, that would have to be the only CelX script that's running. Alternatively, a ScriptedOrbit function could be "misused" to vary their visibility settings.

In fact, that was concerning my perplexity on which method was more suited. ScriptedOrbit would allow the script always running and hence the others.

(Personally I wouldn't use the Lua Tools package because of all of the other "unnecessary" functions that it would be adding. But that's just me.)

Here you raise an issue that indeed would have to be clarifyied (IMHO). That package is really important for having the complete set of the LUA language for running multithreading scripts, expecially in the part concerning the "plug-in" engine, that one can minimizing as he need. Probably the LUATOOLS toolkit must be more a "plug-in" itself than the main interface...
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Re: Io Nightside plus USGS basemap

Post #18by selden » 07.03.2010, 19:26

Fenerit wrote:
(Personally I wouldn't use the Lua Tools package because of all of the other "unnecessary" functions that it would be adding. But that's just me.)

Here you raise an issue that indeed would have to be clarifyied (IMHO). That package is really important for having the complete set of the LUA language for running multithreading scripts, expecially in the part concerning the "plug-in" engine, that one can minimizing as he need. Probably the LUATOOLS toolkit must be more a "plug-in" itself than the main interface...

I'm not sure if you are asking me to clarify, Vincent to clarify, or if you are trying to clarify. Unfortunately, the way you write confuses me.

I prefer to use ScriptedOrbit because
1. A scripted orbit is called only when Celestia is drawing the associated body,
2. A set of ScriptedOrbit functions is used only with a specific Addon (i.e. if you remove that particular Addon, none of its functions remain behind), and
3. ScriptedOrbits do not use the "hook" mechanism,
3a. so you do not have to edit celestia.cfg, and
3b . I have never gotten "hooks" to work for me, anyhow.
Selden

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Re: Io Nightside plus USGS basemap

Post #19by Fenerit » 07.03.2010, 22:51

selden wrote:
Fenerit wrote:
(Personally I wouldn't use the Lua Tools package because of all of the other "unnecessary" functions that it would be adding. But that's just me.)

Here you raise an issue that indeed would have to be clarifyied (IMHO). That package is really important for having the complete set of the LUA language for running multithreading scripts, expecially in the part concerning the "plug-in" engine, that one can minimizing as he need. Probably the LUATOOLS toolkit must be more a "plug-in" itself than the main interface...

I'm not sure if you are asking me to clarify, Vincent to clarify, or if you are trying to clarify. Unfortunately, the way you write confuses me.

I prefer to use ScriptedOrbit because
1. A scripted orbit is called only when Celestia is drawing the associated body,
2. A set of ScriptedOrbit functions is used only with a specific Addon (i.e. if you remove that particular Addon, none of its functions remain behind), and
3. ScriptedOrbits do not use the "hook" mechanism,
3a. so you do not have to edit celestia.cfg, and
3b . I have never gotten "hooks" to work for me, anyhow.

Well, from your 3b, I undestood your "confusion". Now I know that you never use the hook system, so my words are definitively not for you. :oops:
For what concern the ScriptedOrbit method, I'll try to figure out the best way to "misused" the returning orbit functions - as it were a fake orbits - for fitting the desired plumes behavior...
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