POV-Ray : Newsgroups : povray.binaries.images : New attempt at a cratered asteroid : Re: New attempt at a cratered asteroid Server Time
7 Aug 2024 09:25:55 EDT (-0400)
  Re: New attempt at a cratered asteroid  
From: David El Tom
Date: 28 Jun 2006 03:23:19
Message: <44a22e67@news.povray.org>
just followed this thread for a while, and as I'd a little time
yesterday evening, I played around with different layers and came up
with this one.

Still some texture issues. Maybe I'll try to add some normals as well.

...dave



> High!
> 
> Several days have passed, and I tried to improve the appearance of my
> asteroidal moon, mostly be applying additional 3D noise to the surface
> (in the case of the image attached here, by replacing the original
> noise_3d(x, y, z) by noise_3d(pow(x, 3), pow(y, 3), pow(z, 3)), which in
> fact added subtle waves to the terrain relief).
> 
> But still the problem is, that with the crackle pattern (with form set
> to <n, 0, 0>), the craters are in fact "bubbles" of empty space
> distributed randomly inside the raw isosurface moon body and not
> necessarily cut in half by its surface, so that many craters still are
> gaping holes rather than shallow depressions.
> 
> 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?
> 
> 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)
> 
> 
> ------------------------------------------------------------------------
>


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