| | | | How To Make A Moon | | | Times viewed: 8062 Rating: 4/10 |
|
Lets start off with a sphere and a pigment.
#declare PMoonMare=pigment { wrinkles turbulence 0.2 scale 0.5 color_map { [0 rgb 1] [1 rgb 0] } }
#declare PMoonCraters= pigment { granite scale 0.2 color_map{ [0 rgb 1] [1 rgb 0] } }
#declare TMoon= texture{ pigment { average pigment_map{ [0.85 PMoonMare] [0.15 PMoonCraters] } } finish {ambient 0.001 diffuse 0.9} }
#declare Moon1=sphere { 0,1 texture {TMoon } }
This is good but too smooth. Fine for moons in the distance or seen from a planet in daylight. But lets try and give it some depth add the following normal to the moon texture.

normal { average normal_map{ [0.85 wrinkles 0.3 turbulence 0.2] [0.15 granite 0.3 scale 0.4] } scale 1/2 }
That gives us a bit of a feel for the craters, however at the terminus its a hard cut. You can get around it by controling the light but I won't go into that now. So now it looks fakey. Lets take a look at iso_surfaces.

first we need a sphere iso_surface:
#declare Sphere=function{"Sphere",<1>}
Then we want the same pigments for the moon as for the bumpiness of the moon. #declare FCraters=function{pigment{PMoonCraters}} #declare FMare=function{pigment{PMoonMare}}
Remove the normal declaration from our texture declaration and use the following object.
isosurface { function { Sphere(x,y,z) +(1-FCraters(x,y,z))*0.005 +(1-FMare(x,y,z))*0.02 } eval accuracy 0.001 bounded_by{sphere{0,1}} texture {TMoon} }
| Times viewed: 8062 Rating: 4/10 |
|
More Povray - Tutorials:
|
|