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Included is the crater image used for this render. Below is the modified
source.
// Asteroid
#version 3.6;
// ==============================================================
#default{finish{ambient 0}}
#global_settings{assumed_gamma 1.0 max_trace_level 5}
#declare f_bozo1 = // similar to noise3d
function{pigment{bozo scale 0.5 color_map{[0 color rgb 0] [1 color rgb 1]}}}
#declare f_craters =
function{
/* pigment{
crackle form <1.2, 0, 0> // never really played with this one, thaks
Yadgar!
scale 0.3
color_map{
[0.00 color rgb 1.00] // centre of crater, lowest part
[0.30 color rgb 0.80] //
[0.35 color rgb 0.40] // rim, higher than surrounding area
[0.40 color rgb 0.5] // level of area outside the crater
[1.00 color rgb 0.5]
}
}*/
pigment{
image_map{
png "crater-image.png"
map_type 1
interpolate 2
}
}
}
/*
the f_craters function is subtracted from the basic asteroid shape, so the
lowest points get the highest numbers, since you are subtracting more.
*/
// --------------------------------------------------------------
isosurface{
function{
(x*x)+(y*y*1.8)+(z*z*1.5)-1 // basic sphere function, scaled to be more
// elliptical
+f_bozo1(x,y,z).red*0.35 // deforms the ellipse shape
+f_craters(x,y,z).red*0.5 // adjust the '*0.05' part to change the depth
of
//the craters
}
contained_by{box{<-1, -1, -1>, <1, 1, 1>}}
threshold 0
accuracy 0.001
#local _grad_value=48.13;
// max_gradient _grad_value
#local _P1=_grad_value*0.6;
#local _P2=sqrt(_grad_value/_P1);
#local _P3=0.7;
evaluate _P1, _P2, _P3
texture{
pigment{
color rgb 1
}
finish{
diffuse 0.6
ambient color rgb<0.2, 0.4, 1.0>*0.0625
}
}
}
light_source{<-10, 10, -5> color rgb 1}
//light_source{< 10, -10, -5> color rgb<0.2, 0.4, 1.0>*0.25}
camera{
location <0, 1, -4>
up y*(image_height/image_width)
right x
sky y
look_at <0, 0, 0>
angle 36
}
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Attachments:
Download 'crater-image.png' (252 KB)
Preview of image 'crater-image.png'
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