Working on a imaginary very cratered low-atmosphere body. Not to satisfied with the craters yet. They are not quite crater enough looking and there is some fractal lines from the craters i want gone.
Nice start. I like the very thin atmosphere. You know you can use the voronoi 3A vector to make craters? Add 2 identical nodes, then add a smooth step, and play with color adjust and merges.
Thank you.
I had a hard time thinning out the haze to clear out the areas that were too thick. The numbers had to be "very" low.
I thought about that and it would produce a cleaner result. A minor concern is understanding proper control of the sizes and spreads of the noise itself. I need an easy way to have a random seed of what i am controlling. Also, i was trying to use the least amount of nodes because i tend to get lost in the mess. I can look into it for certain and see if i can make craters on the fly.
I like that moon very much. To my taste it would look fantastic if you'd leave everything exactly like it is plus some craters like Ulco mentioned.
You can just make several sizes and put each line of (blue) nodes into a container (for cleanliness of the node view). Then add the container output to one or more surface layers' child where you add the craters to the normal line of nodes. You can then add a power fractal to distribute coverage for all surface layers, or mask them individually.
I can only second Hannes, great start.
Maybe a little less saturated colour in the atmosphere, but that´s just my taste.
Cheers,
J
Forgive me for inquiring but what is a container?
I can add less color saturation to the thin atmosphere, no problem.
A node in which you 'hide' other nodes, and link from. Can be a null shader, or a surface shader, whatever.
I think with some craters and the less color saturation in the atmosphere the moon will be perfect.
Anyway I like it also as it is now.
Quote from: Dune on October 30, 2015, 03:35:27 AM
A node in which you 'hide' other nodes, and link from. Can be a null shader, or a surface shader, whatever.
Interestingly enough, i never tried that before but after you mentioned it. It helps.
Looking at your moon I get more and more convinced that you should really leave (imho) everything like it is except the craters Ulco suggested. Atm it looks like very, very old eroded (by whatever...) craters. If you'd add some newer ones it would be perfect!
So add some less aged craters then?
Also, my original intent was to add some ejecta shooting outward but that part is difficult.
Quote from: Chris on October 30, 2015, 05:33:32 AM
So add some less aged craters then?
Yes, the way Ulco suggested. Together it would look great!
I did a total redo of the craters using a clip file i came across in file sharing, by Hannes i believe. I still want raised rims, however i may just use another clip file and see what each one is capable of doing.
Yes, you need rims!
I've been thinking about the ejecta you mention, but never found a solution. It takes a mathematician to work out something like that, but it would be very cool. Perhaps Daniil's erosion shader can be used somehow (if based on "crater area round hillocks", and diverted off as a map only). Just theory.... so far.
I will be working on the rims but yes, the erosion should be possible as i have been pondering over it the past few days. A tightly clamped long flow channel should imitate the look closely. It would not be spot on but i'm not trying to be dead-on-accurate, just close.
Quote from: Dune on October 31, 2015, 03:27:42 AM
Yes, you need rims!
I've been thinking about the ejecta you mention, but never found a solution. It takes a mathematician to work out something like that, but it would be very cool. Perhaps Daniil's erosion shader can be used somehow (if based on "crater area round hillocks", and diverted off as a map only). Just theory.... so far.
That's actually a genius idea. Just a thoery, but you could use your craters as a mask for a heightfield generate. Use some sort of method to up the scale (while maintaining center) and then apply erosion. In theory that should give your crater-shaped eroded slopes out-wards. The ejection lines would be another layer with some sort of genius work.
Actually I liked the first version better,
maybe an overlay or combination of both methods would look even better...
The first one was a bit too warped in places but i need to find a better crater solution first.