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> High!
>
> [...]
> How can I get rid of this? Is there something like UV mapping for
> isosurfaces which guarantees that only craters cut in half by the
> surface are generated?
You could create the isosurface without holes then use trace() and
difference out the craters, but that doesn't help with the rims.
You could use trace and a blob rather than an isosurface, but again
the rims are tricky (or impossible).
You might be able to add the crackle pigment as a function to
the isosurface, but I'm not sure how that would turn out.
> Is it possible to write a "core function" which, on the x-y plane,
> generates a roughly symmetric (perhaps slightly turbulated)
> cross-section of a crater, with terraced walls, a rim higher than the
> surrounding terrain and even a central peak, which then is transferred
> to a circular structure by applying trigonometric functions (?), which
> in turn are distributed randomly (also with random variations in depth,
> diameter, terracing and height of central peak) across the existing
> asteroid surface?
>
> Where can I find the mathematical resources to design such a function?
>
> See you in Khyberspace!
>
> Yadgar
>
> Now playing: Pirates of Love (Zara)
--
Bill Hails
http://billhails.net/
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