Go Back   Orbiter-Forum > Projects > ORBITER: 2010-P1 and newer > Feedback
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

KSC/CCAFS black-out Issue Tools
issueid=1443 08-27-2019 03:57 PM
Addon Developer
KSC/CCAFS black-out
The KSC/CCAFS night light texture should be changed to be essentially all dark due to the lack of any actual lights there

This is something that has bothered me for a while now, that the KSC/CAAFS area ("the Cape") is very lit up in the night light texture which in reality this isn't the case. The Cape area is surprisingly dark with only a few spots lit up. Most of the lights you can see are actual interior building lights shining through windows.

The big Crawlerway of LC39 for example, the biggest road of the Cape doesn't have any street lights whatsoever, not even along the service road that runs along it. Neither does the SLF or the Skid Strip. All the launch complexes are dark as well.
Issue Details
Issue Type Feedback
Project ORBITER: 2010-P1 and newer
Status Open
Priority 2
Regarding Version Revision denoted in description
Regarding Version (none)
Users who agree 0
Users who disagree 0
Assigned Users (none)
Tags Graphics

08-30-2019 05:12 PM
Orbiter Founder
I'll take your word for it, however, hand-masking individual areas will be extremely work-intensive, unless there are usable night images that can be incorporated into the night-light texture generation.

Currently, the basis for the night lights is the global "City lights" texture from NASA's Visible Earth collection. A low-res version of that texture is for example this: https://eoimages.gsfc.nasa.gov/image...lights_lrg.jpg As you can see, it's massively overexposed (to make it look more interesting?) and washed out, and the entire eastern Florida coastline is brightly lit.

Using the highest-resolution version of this texture as a baseline, I processed it mainly by applying two mask filters: one based on a contrast-enhanced version of the standard daytime texture, to highlight things like streets and other city-specific structures, and a random filter that adds high-frequency features. Both filters only remove, never add brightness to the base texture.

I don't know if there is a better way to do the global processing. The best way to improve the night light texture would be the use of a better base texture (i.e. less overexposed) but I am not aware of any. Failing that, manual local edits would be required, e.g. based on nighttime aerial photography (ideally georeferenced orthoimages), but those are probably thin on the ground.

Issue Tools
Subscribe to this issue

All times are GMT. The time now is 07:55 PM.

Quick Links Need Help?

About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.