The NASA .stls (that is, the topographic 3D models of terrain slices at dimension), which were created from probe fly-by data of the bodies of the Moon and Mars, have been converted to a heightmap .png using a custom capture scene in Unity.
This achieved the following:
- Removed all seams on terrain: Where the terrain is one unified slice without any breaks in its smoothness
- Allowed the upgrading of the terrain textures to 4k per tile at 1 x 1 tile ratio for extreme terrain definition and fidelity, still within reasonable hardware overhead (Memory available for rendering is affected only slightly)
- Has set up the streamlining of all future stamps, whether derived from .stls for extreme accuracy or derived via space agency anaglyphs or height maps. e.g. Adding a new crater, for example, takes seconds instead of an hour or so.
The upgraded pipeline positions Superstring Transition: The Warp Ancestor as a fast iterative simulation of actual planetary terrain in Sol. This is discussed in the latest episodes of Debugging the Solar System.
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