Understanding Latitude SpaceThis tutorial came about from a discussion on the Mojobeta email list about the new latitude space coordinates available in version 1.1 of MojoWorld. Mo never did answer my question. I'll throw in a digression on what that was all about at the end of the tutorial. Doc Mojo's text has been spell-checked and colored pink. (Well, no spell-checker was going to be able to fix it when Mo typed "know" and he really meant "now"!) My text was typed right the first time ;) and is colored dark grey like all the rest of my text here on my soapbox.
Okay, first we need to know the units we're working in: In World
Space, the planet has a radius of 6 million meters. Latitude varies from -90 degrees to 90 degrees. Keeping this in mind is key!
[Note: At this point you may want to check to make sure that your
sunlight is white (1.0, 1.0, 1.0) and that your ambient light is zero. Ambient light lives in the Object List in MojoWorld.]
Change the Diffuse widget to Texture. This will open a new texture editor dialog. Select New Texture from the menu. Click the first ghosted T to enable the first texture leaf. Click the T again to open the texture leaf kickstand.
This was the crux of my un-answered question, but rather than
confuse y'all now, I'll discuss it at the end.
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This is what the texture editor will look like at this point in the process. Your texture editor may show better names for the material and texture if you've been on top of naming things!
Now comes the tricky part: remapping things into the proper values for the given coordinate system.
This is what the curve editor will look like after setting it up according to Mo's directions. Set up this way, the curve editor can be used to provide different mappings of the gradient to either hemisphere of the planet.
You now have a planet that's red at the equator with a smooth
gradation to hideous green poles. You may want to get a better
view of the pole now. You can do this by aiming the camera up
toward the North pole (by dragging the planet up in the RTR
window, presuming "up" is North in your RTR window),
and hitting
"w" until the red line indicating the sun's orbit
is at the top of the planet.
After this, you should have a planet that looks something like
latitude_test.01.mjw. Now we need to add
some fractal perturbation to the climate
bands to make them look more realistic.
The Unanswered QuestionBack in Step 4, Mo says to set the fractal to None. My original question was, "what sorts of Largest Feature Size and Result Scale values should one use on the fractal in the 'normal' slot (as opposed to the fractal in the 'distortion' slot)?" Here's a simple planet that has been worked through this tutorial up to step 12. Instead of applying a nice gradient and then using a distortion fractal, I've left it red and hideous green and put a fractal in on the 'normal' slot. The LFS is 20 and the Result Scale is 200. It would seem that the LFS is degrees-of-latitude scaled, but I'm not sure what sort of units the Result Scale is using. When the Result Scale is dropped to around 30, the planet goes mostly red; above 90,000 and it's mostly green.
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