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I'm sure the shape-data is accurate as can be, but the texture
looks weird. I would not expect to vary between reddish/bluish
gray. Maybe more like 6489 Golevka (even though I'm sure it's
also the same texture), at least, as a global feeling.
Best,
S.
--
Steven Pigeon, Ph. D.
ste### [at] videotronca
"Bob Hughes" <bob### [at] charternet> wrote in message
news:42d91288@news.povray.org...
> Got these asteroid models from:
>
> http://astronomy.swin.edu.au/%7Epbourke/terrain/asteroid2/
>
> Only textured surfaces here, not like the kind described by Paul Bourke
> at:
>
> http://astronomy.swin.edu.au/~pbourke/terrain/asteroid/
>
> I was trying to render some kind of asteroid thing for temporary Windows
> wallpaper after finding these. Was looking for a model of Comet Tempel
> when I found them, for rendering a simple Deep Impact (the July 4th
> comet/projectile) collision scene. Began it by using isosurface and
> scattering media, except the isosurface was merely a random shape.
>
> Anyway... This picture has the scales all wrong-- in a sense. Kleopatra is
> the largest, being 217 km long, and Eros is only 33 km. Instead of making
> them equal to each other I chose scale their sizes and move them closer or
> farther from the camera. Yes, it is supposed to be dark since asteroids
> would typically be dark to our eyes. I made the attempt to use relative
> brightnesses between all of them, too. Don't expect accuracy in any of it,
> only for fun.
>
> Asteroid Ky26 is a speck of just about 30 meters, and it's also the
> darkest one. Golevka is the brightest, also small at only 350 meters. Both
> are shown 4X closer than the bottom three. And Geographos is 5X farther
> away as them (Ky26, Golevka). Then, Eros is about 1.5X farther out than
> Geographos, and Kleopatra is around 20X beyond Eros. Confusing, sorry. It
> seemed the quickest way to get it rendered and still have some proper
> scaling.
>
> Yeah, I know, they only look vaguely like space rocks. Thought I'd show
> how strange they can be if you aren't familiar with them already. Maybe
> I'll be able to make better cratered surfaces without resorting to
> image/bump maps someday but this isn't the day.
>
> Thanks for looking!
> Bob Hughes
>
>
>
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