Billboard \Bill"board`\, n. 1. (Naut.) A piece of thick plank, armed with iron plates, and fixed on the bow or fore channels of a vessel, for the bill or fluke of the anchor to rest on. --Totten. 2. A flat surface, as of a panel or of a fence, on which bills are posted; a bulletin board.
Here are some simple CMOD object models. By changing the pictures associated with them, you can use them to display colorful images of deep space objects in Celestia. They're billboards in space!
Celestia v1.3.0 and later let you create Deep Space Catalogs (.DSC files). You can use them to define the locations of Nebulae that consist of 3D models with appropriate shapes and surface textures.
Unfortunately, making three dimensional Nebulae that look right from all directions can be rather difficult. We only know what most nebulae look like from here on Earth. Although radio and InfraRed telescopes have provided hints about some of their shapes, we really don't know what their other sides look like.
These "billboards" let you display a photograph instead of having to create a three dimensional shape. The pictures will only look right in Celestia when seen from the vicinity of the Earth, of course. If you look at them from a viewpoint that is far away from Solar System, they'll be distorted.
Celestia v1.3.2 and later support the use of a special 3D model format named CMOD: short for "Celestia Model". It's designed for efficient use with modern 3D graphics cards. Large, complex CMOD models load and run noticably faster than 3DS models. Celestia's framerate is improved by about 1.5x - 2x. This improvement won't be noticable with the simple models demonstrated here.
To repeat: CMOD models do not
work with earlier versions of Celestia. In particular,
CMOD models do not
work with v1.3.0 or v1.3.1. See the Web page
Selden's Billboard Meshes for Celestia for some
3DS billboard models which can be used with those older versions
of the program.
1.0: The Flat CMOD Billboards.
This CMOD model is a flat, square object that can hold any square picture you want to display in Celestia. This example specifies the surface texture name "billboard1.*". You'll probably want to change that. See Section 2.2 below.
This is a rectangular, flat billboard, proportioned 2x1. You can use it with images that are twice as long as they are wide. This example specifies the surface texture name "billboard2.*".
This zip archive below includes both the square and rectangular CMOD billboard objects and two sample billboard images. The CMOD object definitions are each less than 1KB. The ZIP file is much larger because of the size of the sample images. PNG images don't compress very well, and they include alpha transparency channels, which make them larger.
Archive: billboard-cmod.zip Length Date Time Name -------- ---- ---- ---- 935 02-04-06 16:33 billboard-cmod/billboard-cmod.dsc 801 02-04-06 16:37 billboard-cmod/billboard-cmod.html 3418 02-04-06 16:47 billboard-cmod/Billboard-Readme.txt 0 02-04-06 16:35 billboard-cmod/models/ 553 06-12-04 09:32 billboard-cmod/models/billboard1.cmod 549 02-04-06 16:17 billboard-cmod/models/billboard2.cmod 0 02-04-06 15:54 billboard-cmod/textures/ 0 02-04-06 16:35 billboard-cmod/textures/medres/ 545011 06-12-04 09:31 billboard-cmod/textures/medres/billboard1.png 195771 06-12-04 09:27 billboard-cmod/textures/medres/billboard2.png -------- ------- 747038 10 files
As an example,
billboard-cmod.dsc
defines a nebula named
"Billboard1".
"billboard1.cmod"
.
billboard1.cmod
it specifies the name of the surface
texture map billboard1.png
.
This is the picture you want to see.
Here's billboard-cmod.dsc
:
# a square "billboard" object # this example displays a picture of Hoag's Object # s.ball 12jun04 Nebula "Billboard1" { Mesh "billboard1.cmod" Axis [-0.2542 0.8936 0.3699] Angle 152.350 RA 15.3208 # 15h 17m 17s Dec 21.57917 # 21deg 34' 45" Distance 6.1e+8 Radius 60000 InfoURL "http://heritage.stsci.edu/2002/21/table.html" } # a rectangular 2x1 "billboard" object # this example displays a picture of ngc4013 # Minimum credit line: C. Howk (JHU), B. Savage (U. Wisconsin), # N.A.Sharp (NOAO)/WIYN/NOAO/NSF # s.ball 13jun04 Nebula "Billboard2" { Mesh "billboard2.cmod" Axis [-0.4976 0.8506 0.1700] Angle 108.693 # ICRS 2000.0 coordinates 11 58 31.4 +43 56 51 RA 11.97539 Dec 43.94750 Distance 55e6 Radius 55600 InfoURL "http://www.noao.edu/image_gallery/html/im0222.html" }
The name "Billboard" is just being used as an example. There is no real nebula with that name.
Here's billboard1.cmod
:
#celmodel__ascii # a square billboard using the cmod format by s.ball 21apr04 material texture0 "billboard1.*" # modify this filename to display other images diffuse 1 1 1 opacity 1 end_material mesh vertexdesc position f3 normal f3 texcoord0 f2 end_vertexdesc vertices 4 0 0 0 0 1 0 0 1 0 0 1 0 1 0 0 0 1 0 1 0 1 0 1 0 1 0 0 0 1 0 1 1 # the "negative" side: facing the origin trilist 0 6 0 3 2 2 1 0 # the "positive" side: facing away from the origin trilist 0 6 0 1 2 2 3 0 end_mesh
In order to use this CMOD model for different objects in Celestia,
ones not called "Billboard",
you have to copy the model file, creating a new .cmod
file
in a models
directory.
Each copy of the model must be given a different name.
You also have to edit the new CMOD file to change the name of the
texture image file that it looks for. Currently it specifies
billboard1.png
. This is an ASCII CMOD file, so you can
use your favorite text editor to make this change.
You don't have to use or specify a PNG image file. Celestia will happily render a .JPG or .DDS file just as well. When ".*" is specified as the type of the image file name, Celestia will look for any of PNG, JPG or DDS images, in that order. However, the image file does need to be in a directory named textures/medres, and it needs to be small enough to fit into your graphic card's texture buffer. Recent Nvidia cards can display images up to 4096 pixels on a side. Recent ATI cards can display images up to 2096 pixels on a side. Many other graphics chipsets are limited to images 1024 pixels on a side.
For example, if you wanted to display an image of a portion of the Eta Carina nebula, do the following:
textures/medres
as carina.jpg
carina-cmod.dsc
in your
extras
directory, containing the following Nebula definition:
Here's carina-cmod.dsc
:
# Eta Carina Nebula (detail) # # the "billboard" picture used with this definition is derived from # a NASA/STScI image found on the Web (see below) # Nebula "Carina" { Mesh "carina.cmod" Axis [ 0.517248 -0.0448043 0.854662 ] Angle 149.296 Distance 8000 RA 10.7454 # 10h 44m 46s Dec -59.6487 #-59deg 38' 56" Radius 4.55 InfoURL "http://hubblesite.org/newscenter/archive/2000/06/fastfacts" }
billboard1.comd
to carina.cmod
in your models
directory.
carina.cmod
from billboard1.*
to
carina.*
GoTo Carina
Bear in mind that this .DSC file provides the coordinates of a tiny portion of the Carina Nebula, corresponding to the picture taken by the Hubble telescope. You'll have to use different coordinates if you use a different picture. See below for the coordinates used for a picture of the whole nebula.
Note:
When seen from the front (the side facing the Earth), the image on the Z face is upright. The image is reversed on the back of the billboard object. As a result, the picture seems to be embedded inside the billboard. The billboard object has no depth, so it becomes invisible when seen from the sides.
The example surface texture file billboard1.png
that I've supplied
happens to be an image of Hoag's Object. The image that Celestia
renders is somewhat fainter than it should be. The greyscale alpha channel is
transparent where there should be dark obscuring dust clouds, since the
conversion software cannot distinguish between darkness due to
obscuration and darkness due to the lack of stars.
Producing a proper alpha channel for Hoag's Object
is left as an exercise for the artist. If someone does produce a good
transparency channel, I'll be glad to include it here.
Image | Comments |
---|---|
![]() Billboard Image: Hoag's Object |
Note that this image is slightly fainter than the primary layer of the
texture below.
|
![]() Billboard Surface Texture: Hoag's Object |
These texture maps were derived from a Hubble
picture.
See the acknowledgements below.
|
billboard.png
. Rename an appropriate PNG image or edit
this mesh file to use a different picture.
billboard1.dsc
#Hoag's Object Nebula "Billboard1" { Mesh "billboard1.cmod" Axis [-0.2542 0.8936 0.3699] Angle 152.350 RA 15.3208 # 15h 17m 17s Dec 21.57917 # 21deg 34' 45" Distance 6.0e+8 Radius 60000 InfoURL "http://heritage.stsci.edu/2002/21/table.html" }
After you've installed these, your directory structure should look something like this:
[-] Celestia --- data [-] extras | [-] addons | [-] billboard | -- billboard.dsc | --- models | -- billboard1.cmod | [-] textures | --- medres | -- billboard1.png --- models [+] textures
Image | Comments |
---|---|
![]() Earth in the Carina Nebula |
This image was not generated by cheating, as a previous version was.
To see this and similar dramatic views, one only has to find the
right combination of viewpoint and telescopic magnification.
Aye, there's the rub.
Unfortunately, adjusting Celestia's viewpoint is extremely
difficult at high magnifications.
This image was finally acquired by first aligning the Earth's orbit
and then letting the planet drift across the field of view.
Cel:// URLs for Earth and the Nebula Each is progressively closer to the detailed Hubble picture. This looks best if you also install the definition below for NGC 3372. |
![]() Carina Nebula Detail |
This texture map was derived from a Hubble image showing details
of a portion of the nebula.
See the acknowledgements below.
Using a 2K texture map requires a recent ATI or Nvidia card.
|
carina.*
. Rename an appropriate image or edit
this mesh file to use a different picture.
#celmodel__ascii # a square billboard using the cmod format # s.ball 21apr04 material texture0 "carina.*" # modify this filename to display other images diffuse 1 1 1 opacity 1 end_material mesh vertexdesc position f3 normal f3 texcoord0 f2 end_vertexdesc vertices 4 0 0 0 0 1 0 0 1 0 0 1 0 1 0 0 0 1 0 1 0 1 0 1 0 1 0 0 0 1 0 1 1 # the "negative" side: facing the origin trilist 0 6 0 3 2 2 1 0 # the "positive" side: facing away from the origin trilist 0 6 0 1 2 2 3 0 end_mesh
carina-cmod.dsc
(1KB, 19Jun04)
# Eta Carina Nebula (detail) # # the "billboard" picture used with this definition is derived from # a NASA/STScI image found on the Web (see below) # Nebula "Carina" { Mesh "carina.cmod" Axis [ 0.517248 -0.0448043 0.854662 ] Angle 149.296 Distance 8000 RA 10.7454 # 10h 44m 46s Dec -59.6487 #-59deg 38' 56" Radius 4.55 InfoURL "http://hubblesite.org/newscenter/archive/2000/06/fastfacts" }
After you've installed these, your directory structure should look something like this:
[-] Celestia --- data [-] extras | [-] addons | [+] billboard | [-] Carina | -- carina-cmod.dsc | --- models | -- carina.cmod | [-] textures | --- medres | -- carina.jpg --- models [+] textures
Image | Comments |
---|---|
![]() Earth in NGC 3372 |
Cel:// URL for this viewpoint: |
![]() NGC 3372 |
This texture was derived from the image
02192.tiff.
Credit: NOAO/AURA/NSF.
For details, see the
acknowledgements below.
|
ngc3372.*
. Rename an appropriate image or edit
this mesh file to use a different picture.
# NGC 3372 # # The accompanying images of NGC3372 were derived from 02192.TIFF # at http://www.noao.edu/image_gallery/html/im0061.html # Original tiff image credit: # "National Optical Astronomy Observatory/ # Association of Universities for Research in Astronomy/ # National Science Foundation" # # According to http://www.noao.edu/image_gallery/copyright.html # their images may be used freely for # educational outreach activities composed by amateur astronomers. # Nebula "NGC 3372" { Mesh "ngc3372.cmod" Axis [-0.206916 0.153726 0.966206] Angle 154.5 Distance 8500 RA 10.7345 Dec -59.752 Radius 219 InfoURL "http://www.noao.edu/image_gallery/html/im0061.html" }
After you've installed these, your directory structure should look something like this:
[-] Celestia --- data [-] extras | [-] addons | [+] billboard | [+] Carina | [-] NGC3372 | -- ngc3372.dsc | --- models | -- ngc3372.cmod | [-] textures | --- medres | -- ngc3372.jpg --- models [+] textures
Note:
The file carina-cmod.dsc
in this zip archive includes the
declarations for both NGC 3372 and the detailed Hubble picture of
Carina.
Archive: CARINA-CMOD.ZIP Length Date Time Name -------- ---- ---- ---- 1020 06-19-04 09:37 carina-cmod/carina-cmod.dsc 3283 04-04-06 12:16 carina-cmod/carina-cmod.html 236 04-04-06 10:56 carina-cmod/eta-car.stc 0 04-04-06 10:45 carina-cmod/models/ 550 06-19-04 09:12 carina-cmod/models/carina.cmod 551 06-19-04 09:33 carina-cmod/models/ngc3372.cmod 0 04-04-06 10:45 carina-cmod/textures/ 0 04-04-06 10:45 carina-cmod/textures/medres/ 5592560 06-19-04 09:39 carina-cmod/textures/medres/carina.dds 85914 06-19-04 09:15 carina-cmod/textures/medres/carina-1k.jpg 5592560 06-19-04 09:42 carina-cmod/textures/medres/ngc3372.dds 241637 06-19-04 09:13 carina-cmod/textures/medres/ngc3372-1k.jpg -------- ------- 11518311 12 files
Image | Comments |
---|---|
![]() Seeing Barnard 33 past Pan |
Cel:// URLs for Pan and the Nebula:
Barnard 33 is also known as the Horsehead Nebula. The following are points-of-view to help align the other nebulae in Orion.
|
![]() Horsehead Region |
These textures were derived from an
astrophotograph taken by
Walter Koprolin.
They are provided here
with his kind permission for use with Celestia. For details, see the
acknowledgements below.
These DDS files are in DXT1c format. They do not contain an Alpha channel. |
This is the same 1x1 "billboard" mesh described
above. Only its texture has
been changed. It specifies the texture map
b33.jpg
. Rename an appropriate JPEG image or edit
this mesh file to use a different picture.
#Horsehead Nebula in Orion # # the "billboard" picture used with this definition is derived from #a photograph of the Horsehead Nebula Region taken by Walter Koprolin, # Austria, Europe: http://www.nightsky.at/ # Nebula "Barnard 33" { Mesh "b33.cmod" Axis [ -0.641856 0.38352 -0.664029 ] Angle 132.636 Distance 1600 RA 5.69 Dec -2.35 Radius 40.3 }
After you've installed these, your directory structure should look something like this:
[-] Celestia --- data [-] extras | [-] addons | [+] billboard | [+] Carina | [+] NGC3372 | [-] B33 | -- b33.dsc | --- models | -- b33.cmod | [-] textures | --- medres | -- b33.jpg --- models [+] textures
Image | Comments |
---|---|
![]() Four Planetary Nebulae |
pn-cmod.zip (288KB, update: 19June04)
This ZIP archive contains pn-cmod.dsc
and four billboard models and their
associated pictures. They provide the planetary nebulae images shown
above. It was updated on May 25th, 2003, to precisely align the images of the
nebulae, and then in June, 2004, to use CMOD models.
After you've installed this archive, your directory structure should look something like this:
[-] Celestia --- data [-] extras | [-] addons | [+] billboard | [+] Carina | [+] NGC3372 | [+] B33 | [-] pn | -- pn-readme.txt | -- pn.dsc | --- models | -- ngc2346.cmod | -- ngc2392.cmod | -- ngc2440.cmod | -- ngc6369.cmod | [-] textures | --- medres | -- ngc2346.jpg | -- ngc2392.jpg | -- ngc2440.jpg | -- ngc6369.jpg --- models [+] textures
Consider using Grant Hutchison's spreadsheet which calculates the correct orientation angles for most models instead using of the technique described here.
These alignment techniques only work for DSC objects, not for objects defined in an SSC file.
One way to get the orientation and position correct for a remote astronomical object being represented by a Nebula is to properly orient a photograph and then match your model to the picture.
These adjustments are needed because the accepted astronomical coordinates
of an object usually are nowhere near the centroid either of its photograph
or of the model that you've designed.
6.1: An Alignment Procedure.
In summary:
In detail:
My "Billboard" object can be used for this, or you can construct one of your own. See above.
Use a telescopic viewpoint from the vicinity of the Solar System to look at your picture. E.g.: Goto Earth, Track object, increase magnification with the "," command until the object fills your field of view appropriately.
You'll need to set the Axis and Angle of the picture's DSC definition so the image is face-on to the solar viewpoint. Then you'll have to rotate it into the correct position against the background stars. You can use Celestia's builtin positioning tool to do the initial alignment or you can use a spreadsheet provided by Grant Hutchison. This spreadsheet is much more accurate for setting the initial orientation, but you'll probably need to use Celestia's builtin positioning tool to set the final rotation angle. Too many astronomical pictures are not aligned north-south.
Here's the procedure using Celestia's builtin positioning tool:
.\celestia --verbose > align.log
Shift-~
" to enable edit mode
(Celestia v1.3.1pre9 or older)
Shift-2
" (@) to enable edit mode
(Celestia v1.3.1pre10 or newer)
Control-Shift Left-Mouse-Button
and use the mouse
to adjust the object's x-y orientation.
Control-Shift Right-Mouse-Button
and use the mouse
to adjust the object's Z-axis rotation orientation.
Shift-!
" to save your final Axis and Angle values to
align.log
align.log
If these instructions are too cryptic, please take a look at the 6.2: Axis and Angle adjustment details below.
Edit the object's DSC file. Restart Celestia after each edit. Change the RA, Dec and Radius values until the stars of the photograph precisely match those which Celestia draws in that region. There's no reason to adjust the distance. That's the least well known of any of the parameters. Once the distance has been set to a reasonable value, changing the radius of the object is all that's needed to make the object's size appropriate.
You have to exit and restart Celestia each time you modify the DSC file. I usually use a Cel://URL to restart Celestia with the appropriate viewpoint, with the object selected and centered.
Sometimes moving the object will change its location enough that it no longer directly faces the solar system. This makes it harder to line up with the stars around it. Realigning the object's Z axis may help.
Sometimes there simply aren't enough stars in Celestia near the object you're trying to align. In some cases I've had to install Pascal's 2 million star database in order to have enough stars nearby. This extended database is available at http://perso.wanadoo.fr/celestia.stars/index.html.
Another way to get enough alignment stars is to use a larger picture of the area which includes many stars.
One source of pictures of large or small areas of the northern sky is http://virtualsky.org/. You can center the sky map on the object you're working with and then zoom in until you get a reference image of the right size.
Align the larger picture to Celestia's stars, then align the smaller picture on the larger one. This is easiest if you use a translucent image: a PNG or DDS image with an alpha channel.
I've found that using an alpha channel that's a greyscale version of the image being aligned works quite weil. The stars are white, so they're opaque, while the darker spaces between the stars become more or less transparent. As a result, it's easy to see the stars of the background picture through the picture being aligned.
When working with more than one picture billboard, put the ones that cover a larger area first in the DSC file. Pictures that cover a smaller area should be later in the same DSC file. This ensures that larger pictures are drawn before smaller ones. The ones drawn last will seem to be in front of the earlier ones. This is necessary because Celestia does not yet depth-sort Nebula objects. If it did, you could just declare them at appropriate distances and the order wouldn't matter.
Once you've managed to get your photograph(s) oriented correctly, add your 3D model as the final object in that same DSC file. This makes Celesia draw your Nebula model last, in front of the pictures.
Then use the same procedures as above to change the model's orientation and position (Axis, Angle, RA, Dec and Radius) until it precisely matches the photograph.
Finally, you can comment out the DSC entry for the photograph and your model will be shown at the right location in space.
Although mouse movements can be used to adjust an object's orientation, trying to align the object to properly face the earth can be quite frustrating. Not only does the object often rotate in quite unexpected directions, but finding exactly the right direction for the object to face sometimes can be difficult.
If you've created your models similarly to the way I created the Billboard, then the Z face is the one you want facing toward the Solar System. Celestia's rotational adjustment assumes this is the case.
To orient your object properly, you need to point the normal vector of the positive Z surface toward the viewpoint.
Although this jargon sounds complicated, thinking about it in these terms can be used to simplify how one does the alignment. Below is a solution that I came up with after thinking about it this way.
You can avoid this this manual Z-axis adjustment, at least for setting the initial orientation of your object, if you use the spreadsheet provided by Grant Hutchison.
Briefly, you should align a long, skinny object instead of the relatively flat or round object that you've designed. It will be properly aligned when you've positioned the the object's Marker in the center of the relatively small front (Z) surface of that long, skinny object while you're looking at it from the solar system. The resulting Axis and Angle values can then be used to properly orient the real object.
The alignz.zip
archive below contains a CMOD model of a long,
skinny box which has a small Z surface covered by an alignment pattern.
alignz.zip
(23KB, updated 8Jun03: new alignment pattern)
Archive: alignz.zip Length Date Time Name -------- ---- ---- ---- 0 06-08-03 14:53 alignz/ 425 06-08-03 17:22 alignz/alignz.dsc 0 06-08-03 14:53 alignz/models/ 710 05-20-03 05:40 alignz/models/alignz.cmod 0 06-08-03 14:53 alignz/textures/ 0 06-08-03 14:53 alignz/textures/medres/ 18382 06-08-03 15:16 alignz/textures/medres/12345678.jpg 8392 06-08-03 17:32 alignz/alignz-readme.txt -------- ------- 27909 8 files
You can follow the following steps to simplify positioning of your object:
alignz.dsc
to contain the desired position of the object you're creating for
Celestia.
.\celestia --verbose > align.log
cd
to the directory where you put Celestia
.\celestia --verbose > align.log
.\celestia
means "run the program in this directory that's named celestia"
--verbose
means "create a log of debugging messages"
>
means "send the log output to the file name which follows"
align.log
is the name of the log file that you want Celestia to create.
You can use any file name you want. I chose "align.log
"
Here's an example of what I see in the command window when doing this for one of the add-ons I'm working on. For clarity, what Windows types is shown in green, what I type is in black. Windows doesn't actually use different colors.
Microsoft Windows XP [Version 5.1.2600] (C) Copyright 1985-2001 Microsoft Corp. C:\Documents and Settings\Selden>e: E:\>cd "Program Files\Celestia131p5" E:\Program Files\Celestia131p5>.\celestia --verbose > align.log E:\Program Files\Celestia131p5>
Control-K
command.
alignz
and view it telescopically
from the solar system
alignz
's Marker on its alignment grid.
Shift-~
" to enable edit mode
(Celestia v1.3.1pre9 or older)
Shift-2
" (@) to enable edit mode
(Celestia v1.3.1pre10 or newer)
Control-Shift Left-Mouse-Button
and use the mouse
to adjust the object's x-y orientation until the Marker is centered on
the grid.
Control-Shift Right-Mouse-Button
and use the mouse
to adjust the object's rotation orientation until the object is
correctly aligned with the Celestial coordinate system. (Requires
Celestia v1.3.1pre3 or later.)
Shift-!
" to save your final Axis and Angle values to
align.log
align.log
E:\Program Files\Celestia131p5>type align.log Opened registry key Using joystick: Microsoft PC-joystick driver nStars: 112523 . . Parent body 'TYC 5503-946-1' of 'b' not found. . . Initializing ARB vertex programs . . . Loading ARB vertex program: shaders/diffuse_arb.vp Loading ARB vertex program: shaders/specular_arb.vp Loading ARB vertex program: shaders/haze_arb.vp Loading ARB vertex program: shaders/bumpdiffuse_arb.vp Loading ARB vertex program: shaders/bumphaze_arb.vp Loading ARB vertex program: shaders/shadowtex_arb.vp Loading ARB vertex program: shaders/diffuse_texoff_arb.vp Loading ARB vertex program: shaders/rings_arb.vp Loading ARB vertex program: shaders/ringshadow_arb.vp Loading ARB vertex program: shaders/night_arb.vp Loading ARB vertex program: shaders/glossmap_arb.vp All ARB vertex programs loaded successfully. render path: 5 Trying DDS: ./extras/seb/lmc/textures/medres/lmc-2123.dds Trying DDS: ./extras/seb/lmc/textures/medres/phot-05a.dds Trying DDS: ./extras/seb/lmc/textures/medres/30dor_hst_big.dds alignz Orientation: [0.0625254,0.0255321,0.997717], 182.961 Saving preferences . . . Opened registry key E:\Program Files\Celestia131p5>
Axis [0.0625254 0.0255321 0.997717] Angle 182.961
Here are pictures of Celestia while aligning the object.
![]() Alignz before alignment | no Orientation or Angle settings |
![]() Alignz during alignment |
A red arrow points to the "edit mode" indication. A yellow arrow points to the high magnification. |
![]() Alignz after alignment |
Orientation or Angle settings have been set |
This model is not yet available in CMOD format.
Here is a faceted spherical model that displays images on its interior. It can be used as a screen on which to project maps of the sky. It's like having a planetarium within Celestia.
The individual facets of this emodel are 10 degrees on a side. The distortions aren't very noticable from the inside, but when viewed from the outside, the model's edges can be seen. Reducing the size of the facets would make the model smoother, but would greatly increase the size of the file. For example, 3 degree facets would increase the size by about a factor of 10, from about 50KB to half a megabyte.
mw-msx.*
. You can edit it to change the name.
Celestia only draws surfaces if their surface normal vectors point toward the observer. Usually a sphere's surface normals point outward, so you see an image of the outside of the sphere. When its normals point inward, you see the inside of the sphere instead. The side closest to you, which normally would be opaque, is now transparent because its normals are pointed away from you. Celestia doesn't draw those facets of the sphere. The far side of the interior, which normally would not be drawn, both because it would have been hidden by the front surface and because its normals pointed away from you, is now visible.
Image | Comments |
---|---|
![]() The MSX IR Mosaic Map of the Milky Way |
|
![]() The fire this time: MSX IR map of the Milky Way |
Cel:// URL: The fire this time: MSX IR map of the Milky Way |
![]() The MSX IR Mosaic Map surface texture |
mw-msx-2k.png (360KB, 20Jun04)
The PNG texture map used for this image was derived from a mosaic of the infrared sky produced by the Midcourse Space Experiment. Using a 2K texture map requires a recent ATI or Nvidia card. See the acknowledgements below. There are several things to note about this model and its surface texture.
|
mw-msx.png
)
Archive: mw-msx-cmod.zip Length Date Time Name -------- ---- ---- ---- 0 06-20-04 10:51 mw-msx-cmod/models/ 46401 06-20-04 11:31 mw-msx-cmod/models/mw-msx.cmod 924 06-20-04 12:27 mw-msx-cmod/mw-msx.dsc 2401 06-20-04 12:40 mw-msx-cmod/mw-msx-readme.txt
Here's the contents of mw-msx.dsc
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Nebula "mw-msx" { Mesh "mw-msx.cmod" Axis [-0.409897 0.623875 0.665406] Angle 217.369 RA 17.76033 Dec -28.936172 Distance 2 Radius 10000 InfoURL "http://irsa.ipac.caltech.edu/applications/MSX/galplane.html" }
If you don't tell me that something's missing, unclear or wrong, I can't improve it.