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"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
>
> The radial spokes? That is an interesting effect...you would have to
> combine a function texture with the geometry (if this isn't already
> done).
Already been thinking that over, not sure I could do it right enough.
> One thing I noticed: the craters overlap each other. In reality, new
> craters tend to obliterate the features where they hit, and maybe spread
> debris over parts of surrounding craters...you would see traces of large
> old craters covered by small new ones, or a big new one with only a few
> small marks on it. I don't know how this would be done with a function,
> I'd do it by simulating the craters hitting over time on a mesh
> landscape.
Not me, I couldn't use a mesh easily enough. ;-)
> Still, it looks like a very good "cratered landscape", the vast majority
> of people wouldn't notice this or care.
Thanks again. Yeah, I believe most people would see this kind of thing in a
imaginitive sort of way rather than from well-known memory. Same thing as
how any Earth-bound ground might be a real place or imagined. Variation
seems the key though.
As the new subject line is saying, I've attached a redo of Dave Blandston's
craters and those show a kind of ejecta around them, but I haven't changed
that much from the original.
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