IoNormal -- artist's concept

Tips for creating and manipulating planet textures for Celestia.
Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

IoNormal -- artist's concept

Post #1by John Van Vliet » 18.03.2008, 22:06

edit 5:40 pm
Last edited by John Van Vliet on 26.05.2008, 21:40, edited 1 time in total.

BobHegwood
Posts: 1803
Joined: 12.10.2007
With us: 17 years 3 months

Post #2by BobHegwood » 19.03.2008, 01:57

Looks great, John.

Thanks very much for your efforts here. :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
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

re

Post #3by John Van Vliet » 26.03.2008, 03:35

edit 5:41 pm
Last edited by John Van Vliet on 26.05.2008, 21:40, edited 1 time in total.

Avatar
t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 10 months
Location: Hamburg, Germany

Re: re

Post #4by t00fri » 26.03.2008, 18:50

john Van Vliet wrote:an update
here is a link to the 16bit height map 8kIoHeightMap16bitUnsignedMSB.fits
http://www.zshare.net/download/95289844d0c308/
and a 1k.jpg preview
Image

John,

who told you the height map data on Io? How did you make your height map?

F.
Image

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #5by John Van Vliet » 26.03.2008, 19:57

edit 5:41 pm
Last edited by John Van Vliet on 26.05.2008, 21:41, edited 1 time in total.

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 7 months
Location: Rome, ITALY

Re: IoNormal -- artist's concept

Post #6by ANDREA » 05.04.2008, 21:35

john Van Vliet wrote:hi t00fri it is an artist's concept best guess based on the regular map
it was made with two different difference of Gaussian ( DoG )and a edge detect for a 256 px. 512 px. 1024 px. 2048 px. 4096 px. and a 8192 px. images that were combined for a multiresolutional image . Each one was dodged and burned for the volcanoes
ps the new layout is a bit odd and will take some getting used to
John, even if your normal map is an artistic invention, it looks nice, at least for me, so I appreciate it very much, as you can see in the images here below (BTW, I'm mosaicing your 8k VT level3, in order to obtain a single 8k image. I've done 1/4 up to now, and that's what is shown in the images).
But I would prefer a lower height of Io features shown by your normalmap, say a 50%, and due to my ignorance on the matter I'm asking you how this can be obtained:
Reducing the contrast?
Or the luminosity?
Or what else? :oops:
Thank you for your precious help.
Bye

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #7by John Van Vliet » 05.04.2008, 22:48

edit 5:42 pm
Last edited by John Van Vliet on 26.05.2008, 21:41, edited 1 time in total.

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 7 months
Location: Rome, ITALY

Re: IoNormal -- artist's concept

Post #8by ANDREA » 05.04.2008, 23:05

john Van Vliet wrote:hi i used the linux cinepaint ( almost works on win xp ) to edit
8kIoHeightMap16bitUnsignedMSB.fits
but imagemagick will convert it to a 16bit .gray that nms ( texture tools ) can remake into a new normal map.
first you will need to change the byte order lsb,msb ( if needed )
then re compile nms to use 16 bit unsinged OR convert the map into a 16bit singed image ( with the -32765 offset )
i also can post a link to z-share with a new normal map at 50% of the height
my settings were
nmsu ( u for unsigned integer)
31?? io's radius
nmsu 31?? 8192 0.75 1 0.75 io.gray > ionorm.ppm
Wow John, a light speed reply, thanks a lot. 8O
I have no idea on how to accomplish what you explain in Windows, but I just downloaded the fts map here
http://www.zshare.net/download/95289844d0c308/
and I'll work on it to search this result.
Surely I need more information on normalmaps, so I'll search for them.
But you say that you have already a 50% height map available, correct?
Is it the full 8k or it's the VT 8k?
Anyhow, whatever it be, I would be very peased if you make it available, thanks a lot. :wink:
john Van Vliet wrote:
andrea wrote:(BTW, I'm mosaicing your 8k VT level3, in order to obtain a single 8k image. I've done 1/4 up to now, and that's what is shown in the images).
Is it me or is your color way too yellow
Regarding the texture, it's not your 8k one, this is the reason of the different color.
It's not Steve Albers' 4k Io texture, but from someone else, don't remember who, my fault. :oops:
But your and Steve's images are from enhanced images, as shown here:
http://www.lpi.usra.edu/resources/outerp/io.html
(look at the image named Io in "Natural" Color), and here:
http://pirlwww.lpl.arizona.edu/missions/Galileo/releases/26Feb2001_i25i27tvashtar.html
I think that the correct color is more yellow and less dark.
Opinions? :wink:
Bye

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #9by John Van Vliet » 06.04.2008, 02:32

edit 5:42 pm
Last edited by John Van Vliet on 26.05.2008, 21:42, edited 1 time in total.

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #10by John Van Vliet » 06.04.2008, 03:39

edit 5:42 pm
Last edited by John Van Vliet on 26.05.2008, 21:42, edited 1 time in total.

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 7 months
Location: Rome, ITALY

Re: IoNormal -- artist's concept

Post #11by ANDREA » 06.04.2008, 06:38

Thanks a lot, John, very appreciated, I'm downloading just now.
I'll show final results tomorrow. :wink:
Bye

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 7 months
Location: Rome, ITALY

Re: IoNormal -- artist's concept

Post #12by ANDREA » 06.04.2008, 16:44

John, here is the result.
The first image shows Io with your 50% reduced height 8k normalmap, the second one with the full height 8k normalmap.
IMO the first image is much better than the second one, do you agree?
Other opinions? :wink:
Thanks a lot.
Bye

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #13by John Van Vliet » 06.04.2008, 18:48

edit 5:43 pm
Last edited by John Van Vliet on 26.05.2008, 21:43, edited 1 time in total.

ANDREA
Posts: 1543
Joined: 01.06.2002
With us: 22 years 7 months
Location: Rome, ITALY

Re: IoNormal -- artist's concept

Post #14by ANDREA » 06.04.2008, 18:59

john Van Vliet wrote:just for comparison .The orig. may have to much height ,on some fetchers, but the reduced one has to little.
John, as this is an artist's concept, it's a matter of personal taste, IMO.
But have we got any idea on real elevations data on Io?
I doubt this, so I prefer the lower features (but as I told it's my personal taste).
Anyhow, you did a big work, very appreciated, I'll use it in my Jupiter show. :wink:
Bye

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #15by John Van Vliet » 06.04.2008, 19:44

edit 5:43 pm
Last edited by John Van Vliet on 26.05.2008, 21:43, edited 1 time in total.

volcanopele
Posts: 103
Joined: 05.02.2007
With us: 17 years 11 months

Re: IoNormal -- artist's concept

Post #16by volcanopele » 07.04.2008, 05:46

ANDREA wrote:
john Van Vliet wrote:But have we got any idea on real elevations data on Io?
I doubt this, so I prefer the lower features (but as I told it's my personal taste).
Much of Io is very flat on the global scale. There is the occasional 250-500 m tall scarp that cut across the flat landscape (see http://photojournal.jpl.nasa.gov/jpeg/PIA01105.jpg above and to the right of center, running north from the eastern tip of the bright white eagle-shaped feature at center, for an example). This flatness is broken up by the occasional mountain (these can reach 17 km in height) and the occasional volcanic depression (250 m-2.5 km in depth, normally). Very little topography is associated with the lava flows. Most of these flows are 1-20 meters thick, much too thin for topography to be visible in global or regional views like the ones above.

I've been trying to create a bump map based on real elevation data (which I've found for at least one mountain) or at least try to artistic produce mountains that match actual data. An artistic way to do this (without going through the tedium of drawing the elevation data in Photoshop) would be to have a flat Io with the occasional shallow, but steep-walled depression, and occasional mountain (which generally are steep sloped with one shallow slope).
Hands off: C55AFB738D58F4B81D3A4722551D25E1
The Gish Bar Times - A Blog all about Jupiter's Moon Io

Avatar
t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 10 months
Location: Hamburg, Germany

Re: IoNormal -- artist's concept

Post #17by t00fri » 07.04.2008, 10:27

volcanopele,

unfortunately, neither approach looks anywhere convincing to me.

John's may look pleasing, but has little to do with Io. If you model isolated 17km mountains at an 8bit graylevel in an elevation map, you get these abrupt steps that are also visible in your images. A modelling with such large differences in elevation can only be done smoothly at the signed 16bit <=> +- 32768m resolution level. My normalmap tools (nmtools package) are designed to work with signed 16bit input elevation data. If you are using information from DEM's I wonder why you are not using a more professional approach, like e.g. ISIS3, where all these requirements are implemented.


F.
Image

Avatar
Topic author
John Van Vliet
Posts: 2944
Joined: 28.08.2002
With us: 22 years 5 months

Re: IoNormal -- artist's concept

Post #18by John Van Vliet » 07.04.2008, 17:02

edit 5:40 pm

Avatar
MrSpace43
Posts: 275
Joined: 10.12.2017
Age: 20
With us: 7 years 1 month
Location: California, USA

Post #19by MrSpace43 » 05.01.2018, 21:29

I can't get the bump map. The link doesn't work.
Been into Astronomy since the age of 3 or 4. Started making planetary textures back in late 2016. 3D animator who makes high quality animations in Cinema 4D. Currently on a hiatus so that I can focus on other hobbies, and to think about my behavior and tone.

My addons page: https://celestiaproject.space/forum/viewtopic.php?f=23&t=22167


Return to “Textures”