3d moon texture
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- CygnusZero4
Anyone know where I can get a moon texture that is set up to be mapped on to a 3d sphere, that is so high resolution that when brought into VR and people are walking on it, it looks realistic all the way down at the ground level?
- face_melter0
Does it have to be a texture, might it not be more convincing if it were geometry with a simpler material?
A texture is going to look flat no matter how sharp it is. If your using UE, you might be able to get a Substance material that works.
- CygnusZero41
^ Maybe, but this is also going to have a pretty detailed building on it so idk if having it all as geometry is going to slow this down.
- CygnusZero41
It's going to have a bump map on it so I don't think it will look that flat. This is pretty much what I need, but not exactly looking to pay $400 for it. This is using a 64k image.
- ^ Ah, right. High density ground models are a killer. Still think a Substance material with displacement is worth a try.face_melter
- detritus2
So you want a <1cm-resolution map of the entire moon, ready to wrap on a moon-sized 3D surface, and you don't even want to pay $400 for it?
Just think about what you're asking for here.
Even NASA wouldn't be so outrageous in their ambition..
You can get loads of 'high resolution' images you can bumpmap to a small-hill or mountain level - anything as granular as near-up PoV is going to have to be done otherwise, likely NOT using some genuine moon texture. You'll probably just end up uising normal dirt or grit texture maps, but dialling back the saturation.
- CygnusZero40
Well I found a 32k one in a quick google search that is very close to what I need, for free, but its not quite as high res as I need. It's close but just a hair blurry at the ground level so I need a little more detail.
- detritus0
nVidia recently showed off some of their tech using an in-house made replication of the moon landing site. if they have blog entries on How they Did it, that might be a worthwhile starting point to see shat cheats and effects they used to make their experience 'real'.
Starting off with a geography-scale texture map as you seem to want to do strikes me as being ... unconsidered..
- 'shat cheats'?
*what cheats!detritus - With VR, framerate is everything. Using a large texture can be an acceptable trade-off to keep things stable.face_melter
- Sure, but a moon-sized texture map?!detritus
- And I just thought - my suggestion of using geometry would be a nightmare when it comes to building the lightmap.face_melter
- Textures really don't seem to be effecting VR performance much. Its the geometry that slows it down. In my experience anywayCygnusZero4
- Its like once the textures load on the front end, everything runs great. But if there is like millions of poly's, forget it, it will probably have fps issueCygnusZero4
- 'shat cheats'?
- CygnusZero40
Alright so what Im trying now is a mixture of what this guy did, using many displacement maps to get 3d craters without being insanely detailed, and also applying a high res texture map. but doesn't necessarily have to be of the actual moon.
What can I try in place of a moon texture? Im googling sand pix but they don't really look like the moon. As long as the texture is seamless, I can really scale the UV map way down to make it look realistic and detailed, so Im not looking for an image to cover the entire moon, but an image that can repeat many times.
- CygnusZero40
I guess something like this is what im looking for (I can take the color out of it), but it has to be seamless and I do need it to be high res. This is too small for when I bring this into sansar.
- uan1