## Just a few steps ... to procedural craters ...

Started by Volker Harun, August 23, 2009, 03:21:57 pm

#### domdib

##### November 13, 2009, 05:47:28 am #60
Very impressive asteroid - I would have taken that for a photo.

#### DJ

##### November 13, 2009, 05:54:59 am #61
Thank you domdib!
Normally I take photos, but my spaceship has a damage, so I had to use terragen instead

DJ

#### DJ

##### November 13, 2009, 04:28:50 pm #62
One more suggestion for making procedural craters:

If you combine two voronoi noises, the resulting craters will be more random, both in size and distribution.
This comes closer to reality.

[attachthumb=#]
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DJ

#### DJ

##### November 13, 2009, 04:57:29 pm #63

Now the same asteroid with the improved model for the small craters.
I think this looks more realistic....

[attachthumb=#]

DJ

#### rcallicotte

##### November 23, 2009, 10:26:45 am #64
I agree DJ.  This looks better.  With some slight color variance across the surface, this would be exceptional.
So this is Disney World.  Can we live here?

#### rpleak

##### July 17, 2018, 01:11:07 am #65
This is a great addition to Terragen. Is there anyway to randomize the diameter, number, and scattering of craters?

Rob P

#### luvsmuzik

##### July 17, 2018, 07:53:27 am #66
Quote from: rpleak on July 17, 2018, 01:11:07 am
This is a great addition to Terragen. Is there anyway to randomize the diameter, number, and scattering of craters?

Rob P

Just guessing Rob P, but inside the 2craters tgc, are the variables ......try changing the seed for scattering. You should already have two constant scalar on the voronoi noise blue nodes which should control the number. I am sure there is a detailed explanation, but that is where I would start experimenting making small changes in those numbers rather than extreme.

#### rpleak

##### July 17, 2018, 08:53:29 am #67
Thanks, I appreciate the help! I'm just now getting in to using nodes, but I can see how powerful they can be...if you know how...

Rob P

#### WAS

##### July 17, 2018, 11:31:05 am #68 Last Edit: July 17, 2018, 11:32:50 am by WASasquatch
This is only really good for craters at a severe distance. They only have one scale controller without breaking it, so you'll have to mask out the function to thin them out to add others, but that will create broken cut off craters. Adding multiple crater shaders gets too dense for a natural look without masking. And the base functions can't get any thinner. Additionally the crater edges will always be a hard edge.

#### bobbystahr

##### July 18, 2018, 07:19:21 am #69
new life on a 9 yr old thread...good thing as well as I'd forgotten this.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist