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 Post subject: just fun
PostPosted: Fri, 04-03-16, 21:39 GMT 
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been having fun with Blender recently in rendering DAWN/Ceres daily images

a 100% node created in blender using the cycles render

still figuring things out and having fun

Image

the camera in blender now has a Equal-rectangular mapping perspective

Image

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 5:28 GMT 
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Been playing around with the blender nodes and camera mapping in rendering

a "Earth Like " texture , the DEM then the texture ( added a "bumpmap" shading in gimp)
then screenshots

Image Image

Image Image Image

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 8:55 GMT 
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Being not a planetary expert, I ask myself the following question when enjoying these splendid fictitious surface textures:

Suppose one determines the size distribution of land for a given planet, what physical effects / parameters would be responsible for the average size and width of such distributions??

Fridger

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 17:34 GMT 
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John,

it's a nice texture.

Can you publish a 4096 X 2048 version, with bump and specular maps ?

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 19:08 GMT 
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t00fri wrote:
Being not a planetary expert, I ask myself the following question when enjoying these splendid fictitious surface textures:

Suppose one determines the size distribution of land for a given planet, what physical effects / parameters would be responsible for the average size and width of such distributions??

Fridger


I don't know about Blender, but if you remember some textures made by me on Shatters.net, the size and width of the colored distributions (whether you meant this) is carried on by clamping the elevation gradient to the number of the shells with which the whole planet sphere is subdivided. The percentage of noises blended upon the whole planet sphere get the land distribution.

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 20:38 GMT 
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Sorry, I am not sure I understood your point.

Let me try to repeat my question in form of two extremes:

a) The land consists of a huge number of smallish islands swimming in a big global sea.
Here, in the size distribution of land the average would obviously be quite small.

b) There are just a few huge land masses like Eurasia on Earth besides a number of tiny islands. Here, the average would be huge and the width relatively small.

Question: what physical effects would be responsible for the realization of either a) or b)?

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 21:01 GMT 
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t00fri wrote:

Question: what physical effects would be responsible for the realization of either a) or b)?


Sorry, maybe I've misunderstood: wasn't you spoke about a mathematical point of view, say, applied to 3D graphics, but from a real geophysical, geological point of view?

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 Post subject: Re: just fun
PostPosted: Sun, 13-03-16, 21:21 GMT 
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i would expect larger landmasses

( the space in the middle of the land mass reminded me of the Mediterranean sea , so i went with this noise level)

Now the software is using random perlin noise and voronoi cells ,and these tend to be very even in size .
and this was just a test .

the gradient mapping for the color is looking rather good , the dem ??? needs work

getting a "good enough" earth like texture is rather easy , if one ignores plate tectonics and a few other things

Getting a good asteroid or moon is a PROBLEM and not have them look like pumice stones ( those red ones in your plant/shrub beds around your house )



Quote:
what physical effects would be responsible for


planet size and orbit would be a big factor
these will dictate the plates and if there is WATER to lube the plates

this is the unknown ( for me )
the mass of the planet will change the number and size of plates BUT a bigger mass will also increase the convection moving them
but at the same time require MORE force to move the plates

i would guess at about two earth radii the force needed to move the plates might be too much for the convection to move
( this is also the limit of chemical rockets to lift something into orbit)

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 Post subject: Re: just fun
PostPosted: Mon, 14-03-16, 1:54 GMT 
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Cham

here is a zip with 4k
16 bit DEM
normalmap
Specmap
texture

-- 27.4 meg
https://drive.google.com/file/d/0B6ZYAd ... sp=sharing

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 Post subject: Re: just fun
PostPosted: Mon, 14-03-16, 2:25 GMT 
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Thanks a lot John.

I'll try these nice textures this week in Celestia. Looks like very interesting stuff ! :)

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 Post subject: Re: just fun
PostPosted: Mon, 14-03-16, 3:02 GMT 
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John,

the base texture is very very nice. However, the normal map is way too exagerated. Especially at the poles.
The land bumps are too high for a planet of the approximate size of Earth.
Attachment:
planet.jpg
planet.jpg [ 90.29 KiB | Viewed 2298 times ]


I suggest that you flatten the poles ices, and reduce a bit the normal map effect on the land.

Also, the specular map is adding many pixel artefacts in the reflection. I think the specular map need some work.

But again, the land base texture is really great. I love the forest, rocks and sand feel. There are lots of jungle down there ! :DD

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 Post subject: Re: just fun
PostPosted: Mon, 14-03-16, 19:40 GMT 
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i do need to add a gradient to the polar ice , right now it is just a flat plane ( single color in height map )
and adjust the desert areas , they should be near the tropics and not the equator

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 Post subject: Re: just fun
PostPosted: Wed, 23-03-16, 22:30 GMT 
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a update

a slightly different map ,the ice is a bit better .
The ice still has some coloring issues and height issues but it is better
-- 4k images , so be warned
Image Image

a photo album
https://imgur.com/a/mdRhu

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 Post subject: Re: just fun
PostPosted: Wed, 23-03-16, 23:50 GMT 
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John,

do you have a specular map for that one ? I'll try it tonight. Looks great.

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 Post subject: Re: just fun
PostPosted: Thu, 24-03-16, 1:49 GMT 
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Image
the zip file for the images is on my G-drive

https://drive.google.com/file/d/0B6ZYAd ... sp=sharing
-- 21.9 MiB

mostly done using blender nodes

the dem was then ran through wilbur for 15 iterations
and some color touch up in Gimp 2.9.3

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