|
|
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)
>
>
> ------------------------------------------------------------------------
>
Post a reply to this message
Attachments:
Download 'asteroid_01_800x600.jpg' (42 KB)
Preview of image 'asteroid_01_800x600.jpg'
|
|