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Dynamic model of the atmosphere of the Jupiter
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t00fri
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Hamburg, Germany, Fri, 07-12-12, 9:21 GMT:
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Max,
unfortunately, in your add-on there is another essential problem
(besides incorrect zonal flow speeds and directions): the position of
the Great Red Spot is incorrect (unsyncronized), as can be demonstrated
by displaying in addition the original Jupiter texture underneath the
various cloud layers. When toggling the 'I' key (clouds ON|OFF) the
problem becomes obvious!
Moreover, I recommend taking the latest 4k Jupiter texture from Cassini
as a basis for constructing the various cloud layers. That texture is
not part of the Celestia distribution (which includes only an older 1k
texture)
Meanwhile, I have also made a cloud add-on myself, based on that 4k texture along with the published, measured zonal flow speeds and directions. I'll present the add-on here, when I am content with it.
Fridger
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Goofy wrote: |
BTW, doubling all cloud layers heights solves the problem, no more defects at any distance (dunno why).
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Great!
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I've been wondering about swapping out the default planet meshes in Celestia as I get more familiar with it.
The sphere in a sphere method is one I've used for, I think, improved
effect in standard 3d programs. Useful for cloud layers on my version of
Earth, as an example, and obviously with Jupiter too.
I've also found that using hi-rez sphere meshes deformed via a
displacement map gets worthwhile results on bodies like Earth, moon,
Mars. Is this something anyone has tried within Celestia? If so, what
have you found the performance tradeoff to be?
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t00fri
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Hamburg, Germany, Sat, 02-03-13, 16:14 GMT:
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UFO Partisan wrote: | I've been wondering about swapping out the default planet meshes in Celestia as I get more familiar with it.
The sphere in a sphere method is one I've used for, I think, improved
effect in standard 3d programs. Useful for cloud layers on my version of
Earth, as an example, and obviously with Jupiter too.
I've also found that using hi-rez sphere meshes deformed via a
displacement map gets worthwhile results on bodies like Earth, moon,
Mars. Is this something anyone has tried within Celestia? If so, what
have you found the performance tradeoff to be? |
Welcome at Celestial Matters!
Celestia renders planets by wrapping simple cylindrical 2d textures
around spheroidal (ellispoidal) shapes in general. Irregular 3d meshes
are not supported for planets (and not much motivated either). Celestia
is to render the surfaces of planets and other bodies as seen from
space, i.e. from some distance. For such non ground-based planetary
perspectives, 3d effects via normalmaps on a slightly spheroidal shape
are sufficient and much faster than other approaches.
When you talk about "worthwhile" results from displacement maps, what do
you expect the advantage over normalmap approaches could be??
What do you call "worthwhile"? What texture sizes are you talking about?
Since unlike bump and normalmaps the displacement map deforms the
underlying geometry, the generated 3d effects can correspondingly look
good also at close distance..., yet at the expense of cpu time.
Here is the resolution level I have in mind:
This earthbound image is normalmap-based.
For the VERY hi-rez renderings that some of us consider, like virtual
textures (VTs) from 256k x128k 'monster textures', the main issues
are fighting noise, lack of RAM & HD memory etc. Since the official
Celestia approach is based on real elevation data, the smooth
implementation of fine 3d surface details from 16bit integer scientific
data via smooth, high-precision normalmaps can be done very well and
fast with my Nm-Tools, for example.
Fridger
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Haha, I'm not talking about a displacement map except as it deforms the
sphere mesh in Blender. Then the mesh is deformed, exported as .3ds then
converted to .cmod and popped into Celestia. It does work as I've done
it, but haven't gotten the results I'm looking for. Will keep trying as I
go, but I'm working on a lot with the video editing. It might be just
as well to use a regular sphere with the normals mapping, but I like
hacking around in text files as I used to render in POV-Ray and some of
it's extensions, compiled my own Renderman shaders and so on.
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for blender there is a tool to import PDS DEM's
for example the moon LOLA 4ppd map ( th 16 ppd can be used but the
triangle count will slow down anything but a cluster with 128 Gig ram
http://blenderartists.org/forum/showthread.php?205737-NASA-LRO-Lola-amp-MGS-Mola-IMG-Importer-%28up-2011-06-25%29
i know for a fact it runs on blender 2.64
2.66 ? is unknown
you can see my last post on the thread
http://blenderartists.org/forum/showthread.php?205737-NASA-LRO-Lola-amp-MGS-Mola-IMG-Importer-%28up-2011-06-25%29&p=2246212&viewfull=1#post2246212
BUT this thread is getting Off Topic with
"Dynamic model of the atmosphere of the Jupiter"
so if you have not done so
Please start a new thread
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It sounds like normals mapping is very similar to displacement mapping.
Still, I think your sphrere-in-a-sphere solution for Jupiter is an
excellent one and can be a solution for other objects in Celestia or 3D
apps.
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Selden
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Upstate NY, USA, Mon, 04-03-13, 15:34 GMT:
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One of Celestia's limitations is that it does not draw shadows which are
cast on the surface of an object by that object's own protrusions. It
only draws an area on a surface as dark (shadowed) when its surface
normals point away from a light source. An area which has its surface
normals pointing toward a light source is drawn as if it were
illuminated even if there's a mountain between it and the light source.
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Selden wrote: | One
of Celestia's limitations is that it does not draw shadows which are
cast on the surface of an object by that object's own protrusions. It
only draws an area on a surface as dark (shadowed) when its surface
normals point away from a light source. An area which has its surface
normals pointing toward a light source is drawn as if it were
illuminated even if there's a mountain between it and the light source. |
That's a pretty small limitation when you look at the big picture of
what Celestia can do. If you really felt the need for that, you might as
well render out a scene in a 3D app. Even though the path setup is
really simple, the time to render it out takes a lot longer than making a
movie in Celestia and frankly most people wouldn't even notice the
difference.
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Selden
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Upstate NY, USA, Wed, 06-03-13, 18:44 GMT:
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FWIW, Cosmographia does support that kind of "self shadowing".
http://www.cosmographia.info/
http://code.google.com/p/cosmographia/
Cosmographia is the 3D program Chris Laurel has spent the past few years
developing. Most of the source is freely downloadable and isn't hard to
build for Windows (maybe Linux; I haven't tried). The commercial Mac
app adds some descriptive text.
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Cosmographia builds just fine on Opensuse 12.1 and 12.2 64 bit
the svn pull has no issues
( there was an old one but it has been fixed )
Code: |
svn checkout http://cosmographia.googlecode.com/svn/trunk/ cosmographia |
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Hi all  I've corrected some layers, speeds (real) and directions. Now it's as close to reality as i can make
Download yadi.sk/d/p8m68juC4W2pQ
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ElChristou
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France, South, not far from Montpellier, Thu, 02-05-13, 13:28 GMT:
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Tx arctodus, it's a too big add-on for my machine (10x 4096 maps for a
single planet!) but apart a few artifacts here and there it looks nice.
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