POV-Ray : Newsgroups : povray.binaries.images : some asteroids (from Paul Bourke) [122kb JPG] : Re: some asteroids (from Paul Bourke) [122kb JPG] Server Time
8 Aug 2024 12:22:28 EDT (-0400)
  Re: some asteroids (from Paul Bourke) [122kb JPG]  
From: Bob Hughes
Date: 17 Jul 2005 05:18:28
Message: <42da2264$1@news.povray.org>
"Jim Charter" <jrc### [at] msncom> wrote in message 
news:42da0c99@news.povray.org...
> Bob Hughes wrote:
>
> Nice texturing.

Thanks Jim, only a simple layered texture though. It's crackle form 
<1.25,0,0.25>, which was just trial and error to get. Here it is, with 
different finish statements and lowest layer (minus uppermost layer, too).

camera {
  location  <0, 0, -3>
  look_at   <0, 0, 0>
}

light_source {
 <100,100,-100>, 1
}

sphere {
  0, 1
  texture {
   pigment {
    color rgb 0.5
   }
  }
 texture {
  pigment {
   crackle form <1.25,0,0.25> scallop_wave turbulence 0.1 scale 0.1
   color_map {
    [0 color rgbf <0.7,0.65,0.625,1>]
    [0.3 color rgbf <0.55,0.525,0.5,1>]
    [0.7 color rgbf <0.45,0.5,0.5,1>]
    [1 color rgbf <0.425,0.425,0.45,1>]
   }
  }
  normal {
   crackle -0.7 form <1.25,0,0.25> scallop_wave turbulence 0.1 scale 0.1
  }
  finish {
   specular 0.1 roughness 0.01
  }
 }
 texture {
  pigment {
   crackle form <1.25,0,0.25> scallop_wave turbulence 0.125 scale 0.033
   color_map {
    [0 color rgbt <0.7,0.65,0.625,0.9>]
    [0.3 color rgbt <0.55,0.525,0.5,0.9>]
    [0.7 color rgbt <0.45,0.5,0.5,0.9>]
    [1 color rgbt <0.425,0.425,0.45,0.9>]
   }
  }
  normal {
   crackle -0.85 form <1.25,0,0.25> scallop_wave turbulence 0.125 scale 
0.033
  }
  finish {
   specular 0.1 roughness 0.01
  }
 }
}

I'm looking yours over now, trying to understand it.

Clever thing... although, I am finding it to be very slow to render. Since 
you used 'average' I'm trying that with the layered crackle patterns now and 
it looks better that way.

Should be able to create an isosurface with real surface variations instead 
of faking it with a normal; unfortunately, the asteroid mesh models made 
that impossible.

You might want to rethink the "Q&D" and say S&C (slow and clean). Only 
joking.

> An idea for some Q&D craters
>
> #local S = seed(1234);
> #local DensityCurve =
> spline {
>    0/2 <0,0,0>
>    1/2 <.5,.15,0>
>    2/2 <1,1,0>
> };
> #local PN =
> pigment {
>    average
>    pigment_map {
>
>       #local I=0;#while(I<256)
>           #local ScaleFactor = DensityCurve(rand(S)).y;
>           [1
>               cylindrical
>               scale  .15*ScaleFactor
>               #local ScaleFactor =  .5*ScaleFactor;
>               poly_wave .8
>               pigment_map {
>                       [0 rgb   .1]
>                       [.1 rgb  10*(1-ScaleFactor)]
>                       [.2 rgb -20*(1-ScaleFactor)]
>                       [1 rgb  -30*(1-ScaleFactor)]
>               }
>               rotate <rand(S)*180,rand(S)*180,rand(S)*180>
>           ]
>       #local I=I+1;#end
>    }
> };
> sphere {
>    0, 2
>    pigment { rgb .6 }
>    normal {
>       pigment_pattern {
>          average
>          pigment_map {
>             #local Scl  = 1;
>             #local I=0;#while(I<12)
>                     [1
>                         PN
>                         scale Scl
>                         rotate <rand(S)*180,rand(S)*180,rand(S)*180>
>                     ]
>                     #local Scl=Scl*.8;
>             #local I=I+1;#end
>          }
>       }
>       bump_size 15
>    }
> }


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