View Full Version : continent surface tool

11-24-2016, 02:04 AM
I need to make some high-res planetary / continent generic textures - I'm talking thousands and thousands of pixels.

No interest of placing individual trees, but some basic detailing: Various topographies, like a ultra-resolution satellite shot of Earth

Anyone got any ideas about some good applications / plugins for other applications?

11-24-2016, 03:53 AM
Google Earth Map?

11-24-2016, 03:56 AM
actually not high resolution enough

11-24-2016, 04:40 AM
...but then again, I see Google Earth Pro is free now, so might be able to make some composites.

Would still like some sort of random generator though

11-24-2016, 05:12 AM
You have to buy these (hi-Rez sets) from satelite companies

like InmarSat & others,& check the U.S.Dems Geo. Site


for compatible SaT extension readers if you want Film quality

& Scale definition?

That's what I had to do many years back,okay?

After a certain Rez you run into Military Def (chuckle)

11-24-2016, 08:59 AM
Again, not free, but only US $8:


They have 10k maps.


There is also Flaming Pear's LunarCell:


You can make maps in Photoshop at any size. It may take some work, but you can get good results.

11-24-2016, 09:12 AM
I am confused,
in Google Maps, you can see every single building, after zooming enough..

If we have 2*pi*radius = 2*3.14159265 * 6371000m / 10k pixels = 4003 m/pixel = 4 km/pixel..
Google Maps have resolution thousands times better..

11-24-2016, 10:19 AM
Why not terragen 4? unless itīs to expensive, and unless you need accurate true geological data? and unless you really need it in lightwave.

11-24-2016, 11:56 AM
I am confused,
in Google Maps, you can see every single building, after zooming enough..

Maybe a bit confused here but hi-res in DEM usually means not only greater pixel density but higher bit depth, google earth is just plain old 8bit a DEM needs to be 16bit or you get stair stepping like the slope of a pyramid in your elevations, and as for thousands of pixels an 8192x8192 @300dpi image would equal 67,108,864 pixels and thats at 8bit a 16bit files tend to come out in the 100's of Mb's not to mention the ram usage you would encounter tessellating the mesh sufficiently to hold detail, better to scale back and use a less dense and detailed mesh then add surface detail as bump and normal map backed up by a cavity (occlusion) map and a curvature map, 3d is about cheating, it isn't the real world and trying to recreate it in 3d is often not practical