Latest high-res Jupiter Map

Tips for creating and manipulating planet textures for Celestia.
NIGHTCAST2000
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Joined: 09.10.2006
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Post #61by NIGHTCAST2000 » 23.10.2006, 18:52

Hi Johaen,
I did a little editing to the original jupiter.ssc file,I've put the original file here:

Code: Select all

"Jupiter" "Sol"
{
   Texture "PIA07782-8k-net.png"
   SpecularTexture "PIA07782-8k-net-spec.png"
   Color [ 0.15 0.15 0.15 ]
   SpecularColor [ 0.10 0.10 0.10 ]
   SpecularPower 99.0
   NormalMap "PIA07782-8k-net-normal.dds"
   # NightTexture "JupiterNight.dds"
   HazeColor [ 0.4 0.45 0.5 ]
   HazeDensity 0.3

   Radius 71492 # equatorial
   Oblateness 0.0649

   CustomOrbit "vsop87-jupiter"
   EllipticalOrbit
   {
   Period           11.8622
   SemiMajorAxis     5.2034
   Eccentricity      0.0484
   Inclination       1.3053
   AscendingNode   100.556
   LongOfPericenter 14.7539
        MeanLongitude    34.404
   }
   Atmosphere
   {
      Height 300
      Lower [ 0.7 0.6 0.5 ]
      Upper [ 0.5 0.45 0.4 ]
      Sky [ 0.8 0.8 0.5 ]
                Sunset [ 1.0 0.6 0.2 ]
      CloudHeight 200
      # CloudSpeed 300
      CloudMap "PIA07782-8k-net-clouds.png"
           Mie 0.0005
            MieAsymmetry -0.15
            Rayleigh [ 0.00025 0.0009 0.0015 ]
            #Absorption [ 0.008 0.004 0.002 ] #dark blue
            Absorption [ 0.00018 0.00005 0.0 ]
           MieScaleHeight 18
   }
   Rings
   {
      Inner   92000
      Outer 221000
      Texture "jupiter-rings.png"
      Color  [ 1.0 0.88 0.82 ]
   }
   RotationPeriod        9.927953 # System II (for GRS)
   # RotationPeriod       9.92425  # System III (radio emissions)
   Obliquity              2.222461 # 1.82246 # 2.22246
   EquatorAscendingNode -22.203    # -1.87785 # -22.203
   RotationOffset        16        # for correct location of GRS
   # RotationOffset     305.40     # correct System III prime meridian

   Albedo 0.51
}


All I did was to alter the top of the code slightly to try and change it into an alternate ssc(and also see what happens),the changes I made is here:

Code: Select all

AltSurface "8kJupiter" "Sol/Jupiter"


All the rest of the code is the same.The result I got was that Jupiter turned into a black sphere! I hope that helps,

Regards,
nightcast2000
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Boux
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Post #62by Boux » 23.10.2006, 19:03

Hi,
In all cases, you can also just uncomment the normalmap line.
This was more a kind of a toy to play with.
Actually, it will not be used in 1.5.x as it is not a dxt5nm map.
In 1.4.1, it make Jupiter looks like a solid sphere with a funny looking painted "grainy" surface.
Your mileage may vary according to the version you are using and rendering path.
I have experimented a lot with normalmaps for Jupiter.
In the end, I believe a normalmap is useless because all we want is a fluffy rendering with no reference to a solid surface at all.
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NIGHTCAST2000
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Post #63by NIGHTCAST2000 » 23.10.2006, 19:36

Hi Boux,
Thank you for the advice.I am currently using Celestia 1.4.1 CVS.
I have used Tortoise CVS to update it(11:00am 23/10/2006).
I have re-complied it using and enabling SPICE,I did the commands `makerelease clean` and then`makerelease ` to re-compile,it has done so successfully.

I did comment-out the NormalMap texture in the jupiter.ssc,but it came up with the original problem I have posted.So I commented-out some more of the texture files to see what would happen.The altertered jupiter.ssc file is here:





Code: Select all

"Jupiter" "Sol"
{
   #Texture "PIA07782-8k-net.png"
   #SpecularTexture "PIA07782-8k-net-spec.png"
   Color [ 0.15 0.15 0.15 ]
   SpecularColor [ 0.10 0.10 0.10 ]
   SpecularPower 99.0
   #NormalMap "PIA07782-8k-net-normal.dds"
   # NightTexture "JupiterNight.dds"
   HazeColor [ 0.4 0.45 0.5 ]
   HazeDensity 0.3

   Radius 71492 # equatorial
   Oblateness 0.0649

   CustomOrbit "vsop87-jupiter"
   EllipticalOrbit
   {
   Period           11.8622
   SemiMajorAxis     5.2034
   Eccentricity      0.0484
   Inclination       1.3053
   AscendingNode   100.556
   LongOfPericenter 14.7539
        MeanLongitude    34.404
   }
   Atmosphere
   {
      Height 300
      Lower [ 0.7 0.6 0.5 ]
      Upper [ 0.5 0.45 0.4 ]
      Sky [ 0.8 0.8 0.5 ]
                Sunset [ 1.0 0.6 0.2 ]
      CloudHeight 200
      # CloudSpeed 300
      #CloudMap "PIA07782-8k-net-clouds.png"
           Mie 0.0005
            MieAsymmetry -0.15
            Rayleigh [ 0.00025 0.0009 0.0015 ]
            #Absorption [ 0.008 0.004 0.002 ] #dark blue
            Absorption [ 0.00018 0.00005 0.0 ]
           MieScaleHeight 18
   }
   Rings
   {
      Inner   92000
      Outer 221000
      Texture "jupiter-rings.png"
      Color  [ 1.0 0.88 0.82 ]
   }
   RotationPeriod        9.927953 # System II (for GRS)
   # RotationPeriod       9.92425  # System III (radio emissions)
   Obliquity              2.222461 # 1.82246 # 2.22246
   EquatorAscendingNode -22.203    # -1.87785 # -22.203
   RotationOffset        16        # for correct location of GRS
   # RotationOffset     305.40     # correct System III prime meridian

   Albedo 0.51
}


Regards,
nightcast2000
Motherboard:Asus Sabretooth 990FX
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Johaen
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Post #64by Johaen » 23.10.2006, 19:54

What I did is just take almost everything out and make it a very simple alt texture file. Here's what mine looks like:

Code: Select all

AltSurface "Jupiter Boux's 8k" "Sol/Jupiter"
{
   Texture "PIA07782-8k-net.png"
   SpecularTexture "PIA07782-8k-net-spec.png"
   Color [ 0.15 0.15 0.15 ]
   SpecularColor [ 0.10 0.10 0.10 ]
   SpecularPower 99.0
   NormalMap "PIA07782-8k-net-normal.dds"
   # NightTexture "JupiterNight.dds"
   HazeColor [ 0.4 0.45 0.5 ]
   HazeDensity 0.3

   Albedo 0.51
}


There might actually be a few other things that I could take out of there, but I'm not sure. I don't play around with Celestia as much as I used to, so I'm starting to forget a little bit of how all the code works :)
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NIGHTCAST2000
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Post #65by NIGHTCAST2000 » 24.10.2006, 09:45

Hi Johean,
I've had a look at your last post and here's what I did.
I deleted the original jupiter.ssc,made a new txt document from notepad and copied&pasted the contents of your ssc file into it.I then saved it as
Jupiter Boux's 8k.ssc,did a refresh and ran Celestia again.

I then goto'd to Jupiter and right-clicked for the alternertive texture.here is what I got,(I hope you can see it lol):

[url][URL=http://img151.imageshack.us/my.php?image=s8khd4.jpg]Image[/url][/url]

I hope that helps,

Regards,
nightcast2000
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Johaen
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Post #66by Johaen » 24.10.2006, 11:17

If I remember correctly, the original DL had all the textures in the same folder as the .ssc. You need to take those textures and put them in a medres folder, inside of a textures folder, inside the folder with the .ssc in it. I hope that makes sense :wink:
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NIGHTCAST2000
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Post #67by NIGHTCAST2000 » 24.10.2006, 11:39

Hi johaen,
I did what you suggested and it works fine now,I'd like to thank you very much for helping me.I did originally made a texture and a medres folder to use with the original ssc,but it didn't work with them.So I was a bit hesitent to re-produce the same folders for your ssc.

The only drawback is Celestia slows to a crawl and even freezes!
I am aware that my system is a little limited at the moment,and I hope to address this sometime in the future.

Regards,
nightcast2000
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Boux
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Post #68by Boux » 03.11.2006, 10:33

Hi all,
I have made a new, better IMHO, 4k texture with the much wanted junior spot:
Image

The 4k pack includes the surface texture and the specular texture.
SpecularPower' value in the ssc is better around 60 to 70 to get a good feeling of sunlight illumination on the clouds.
The 4k texture will be less taxing for some systems than the 8k one.
Other ssc parameters are the same as the 8k pack (but without cloudmap and normalmap).
It is available for download here:
http://jmmi.club.fr/celestia/jup/PIA07782-4k-net-spot.rar
Enjoy :)

Edit:
This is the ssc I am using right now:

Code: Select all

"Jupiter" "Sol"
{
   Texture "PIA07782-4k-net-spot.png"
   SpecularTexture "PIA07782-4k-net-spec.png"
   Color [ 0.15 0.15 0.15 ]
   SpecularColor [ 0.10 0.10 0.10 ]
   SpecularPower 70.0
   # NightTexture "JupiterNight.dds"
   HazeColor [ 0.4 0.45 0.5 ]
   HazeDensity 0.3

   Radius 71492 # equatorial
   Oblateness 0.0649

   CustomOrbit "vsop87-jupiter"
   EllipticalOrbit
   {
   Period           11.8622
   SemiMajorAxis     5.2034
   Eccentricity      0.0484
   Inclination       1.3053
   AscendingNode   100.556
   LongOfPericenter 14.7539
        MeanLongitude    34.404
   }
   Atmosphere
   {
      Height 300
      Lower [ 0.7 0.6 0.5 ]
      Upper [ 0.5 0.45 0.4 ]
      Sky [ 0.8 0.8 0.5 ]
                Sunset [ 1.0 0.6 0.2 ]
           Mie 0.0005
            MieAsymmetry -0.15
            Rayleigh [ 0.00025 0.0009 0.0015 ]
            Absorption [ 0.00018 0.00005 0.0 ]
           MieScaleHeight 18
   }
   Rings
   {
      Inner   92000
      Outer 221000
      Texture "jupiter-rings.png"
      Color  [ 1.0 0.88 0.82 ]
   }
   RotationPeriod        9.927953 # System II (for GRS)
   # RotationPeriod       9.92425  # System III (radio emissions)
   Obliquity              2.222461 # 1.82246 # 2.22246
   EquatorAscendingNode -22.203    # -1.87785 # -22.203
   RotationOffset        16        # for correct location of GRS
   # RotationOffset     305.40     # correct System III prime meridian

   Albedo 0.51
}
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NIGHTCAST2000
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Post #69by NIGHTCAST2000 » 03.11.2006, 11:59

Thank you Boux,very nice work indeed! 8)
All I had to do was slightly edit the 8kJupiter.ssc file and it works a treat!
I don't see much difference between the two.

Regards,
Nightcast2000
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Cham M
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Post #70by Cham » 03.11.2006, 18:29

Boux,

I'm sorry, but your texture isn't good. :(

Firstly, it is WAY too much contrasted. On a physical basis, gaz can't show those strong color variations in the visible spectrum, it just doesn't make any sense. That texture looks like a false colors or maybe some infrared picture. Second, I already have a 2K texture which shows more details than your 4k texture. So, it's too blurry, for a 4k file.

It's a nice try, but IMO, not good enough. :(
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t00fri
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Post #71by t00fri » 03.11.2006, 18:39

Cham wrote:Boux,

I'm sorry, but your texture isn't good. :(

Firstly, it is WAY too much contrasted. On a physical basis, gaz can't show those strong color variations in the visible spectrum, it just doesn't make any sense. That texture looks like a false colors or maybe some infrared picture. Second, I already have a 2K texture which shows more details than your 4k texture. So, it's too blurry, for a 4k file.

It's a nice try, but IMO, not good enough. :(


Boux,

please don't take it bad, but I completely agree with Cham.

Bye Fridger
Image

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Post #72by Boux » 03.11.2006, 19:24

Cham, t00fri,
I don't take it bad, really.
You don't like it? Just steer clear and don't use it.
It's fine with me. I don't care really. No spare time for that.
This being said, personally, I prefer the 8k version.
Now, Cham, please do not talk about stuff that you find unrealistic, when you are yourself the author of a lot of absolutely fancy/crazy stuff.
Hehe, close to 3 GB download of this crap from my ftp.
People vote with their bandwidth.
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Cham M
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Post #73by Cham » 03.11.2006, 19:39

Boux,

when I do crazy/unrealistic stuff, I don't claim accuracy !! Since it's fantasy stuff, people can't be misleaded. With your texture, people CAN be badly misleaded. That's why I'm giving my opinion here. When it's related to real things, WE MUST BE CAREFULL with accuracy.

I know it's very hard to make a good realistic texture, but playing with Photoshop filters isn't enough. What are your physics basis about that texture ? Downloading a picture from NASA web site is one thing, but transforming that picture into a good texture for Celestia is another thing.

I'm a physicist, so I can judge if an addon is right or wrong. Since it's very hard to make realistic addons, and I don't have the proper knowledge/skills, I prefer to do fantasy stuff since I can't go wrong here (my pulsars and black holes are few of those attempts from mine).

AT LEAST, say clearly that YOUR supposedly realistic stuff are actually just a personal interpretation of the real thing, so younger people can't be misleaded with it.

Please, don't take it personally. I have nothing against you. I'm just giving my scientist opinion on an addon. People aren't carefull enough about accuracy on this board.
Last edited by Cham on 03.11.2006, 20:47, edited 1 time in total.
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ElChristou
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Post #74by ElChristou » 03.11.2006, 20:45

Boux wrote:...Hehe, close to 3 GB download of this crap from my ftp.
People vote with their bandwidth.


Sorry, Boux, I diseagree here; taking as reference for quality a bandwidth really mean nothing... :?

I cannot judge on contrast and realism, but perso I won't download it because IMHO, too big for the level of details...
Image

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Post #75by TheStressPuppy » 07.11.2006, 16:53

"Accuracy" on a gas giant that is dynamic, and constantly changing is virtually non existant. Boux your texture is a very nice effort, but i do agree that it is too high contrast for my taste. What i think most people are looking for is a Cassini quality picture. That doesnt mean it has to be "accurate" down to the last detail. It is possible to create a totally fictitious texture that has similar quality of the cassini jupiter photo. It looks like you used the cassini picture as your guide. Perhaps you can make an alternate texture that doesnt have as high of a contrast as this one. IMO the picture looks too "voyagerish" as far as colorization.

Do not take any negetive critisizim personally. It is obvious some poeple will like your works, and some wont, but we should all agree to disagree, because everyone has thier own point of view of whats "correct", and in the case of Jupiter what is correct could span a wide margin because of its dynamics. If this were an unchanging body for example Mercury, or the Moon then people can argue accuracy. What Jupiter looked like during the Voyager flybys is most certainly not what it looked like when Galileo then Cassini arrived, and it obviously changed some more since the new spot developed.


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