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=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> But the resulting scene is still pretty far from a real asteroid, I
> think... for comparison, I added an image from the 2000/01 NASA NEAR
> mission to asteroid Eros.
>
> On a real asteroid, you find crater formations in all stages of
> degradation by micro-impact erosion, with younger craters obliterating
> the older ones. And when looked upon close, even young craters don't
> have razor-sharp rims, but are softened.
>
> I doubt whether simply adding small- to medium-scale noise will do the
> trick... is there a way to modify the crackle function itself (which,
> unfortunately, is not documented in the PoV-Ray on-screen manual) to
> produce less sharp-rimmed craters? And how do I get the craters really
> obliterating older ones instead of just adding up to the existing relief?
>
> See you in Khyberspace!
>
> Yadgar
>
> Now playing: Whipping Boy (Elton John)
I suggest you find (or render) height data of craters, then apply the image
as a map to your iso-ellipsoid.
Here's my macro for rendering planets using height data.... Although it
applies to spheres, I think some modifications to it can be applied to
ellipsoids.
#macro LandSurface(_radius, _hirelief, _lorelief, _albedo,
_landmapimagetype, _landmap, _landbumpimagetype, _landbump)
#local _planetradius=_radius*unitscale;
#local _planethirelief=_hirelief*unitscale;
#local _planetlorelief=_lorelief*unitscale;
#local _planetdelta=_planethirelief-_planetlorelief;
#local fn_PlanetBump=function{
pigment{
image_map{
map_image(_landbumpimagetype, _landbump)
map_type 1
//once
interpolate 2
}
}
}
isosurface
{
function {
f_sphere(x, y, z, (_planetradius+_planetlorelief))-(fn_PlanetBump(x, y,
z).red*_planetdelta)
}
contained_by {
sphere{
0,(_planetradius+_planethirelief)
}
}
accuracy surface_accuracy*unitscale
evaluate 0.6 5 0.7
texture
{
pigment
{
image_map
{
map_image(_landmapimagetype, _landmap)
map_type 1
}
}
finish
{
ambient 0
brilliance land_brilliance
albedo(_albedo)
}
}
}
#end
#declare jpeg_type = 100;
#declare png_type = 200;
#declare gif_type = 300;
#macro map_image(image_type, image_name)
#switch (image_type)
#case (jpeg_type)
jpeg image_name
#break
#case (png_type)
png image_name
#break
#case (gif_type)
gif image_name
#break
#end
#end
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