The Barringer Meteorite Crater (also known as 'Meteor Crater') is a gigantic hole in the middle of the arid sandstone of the Arizona desert. A rim of smashed and jumbled boulders, some of them the size of small houses, rises 150 feet above the level of the surrounding plain. The crater itself is nearly a mile wide, and 570 feet deep.
When Europeans first discovered the crater, the plain around it was covered with chunks of meteoritic iron - over 30 tons of it, scattered over an area 8 to 10 miles in diameter.
The Barringer crater in Arizona is a perfect example of a simple crater, a straightforward bowl in the ground. The Barringer Crater is in superlative shape, but it is only about 50,000 years old.
This highly flexible terrain model includes a variable resolution elevation object, based on 10 Meter Digital Elevation Model data and three very detailed textures.
You can adjust the grid density of the elevation object in 3DS Max to suit your needs. We recommend no denser a grid than 10 meter, as further subdivision won't yield better topographical fidelity. When you load the file initially, the grid is set to 50 meters, to speed loading on slower machines. Select the TerrainModel Object, then the Elevation in the modifier stack and adjust the grid density to suit your needs. The .3DS and .DXF formats do not support the elevation object, and so are saved with a 10 meter grid.
The textures are USGS Topographical, USGS 1 Meter Greyscale, and Color.
Be sure to download the textures you need in the attached file section. They are packaged separately to keep the download sizes reasonable.
The complete package includes:
BarringerCrater.max (or .3ds, .DXF)
High Resolution Texture Files:
To use the larger bitmap textures, you MUST activate bitmap paging in MAX. Go to the Customize->Preferences menu, then select the bitmap tab. Check the 'Bitmap Pager' option then close and restart MAX. The larger bitmaps will now load.
UVW Mapping Note:
The textures are orthorectified and adjusted to exactly match the elevation object. If you are translating or importing this file, you should apply a planar UVW mapping to your object with no scaling or other adjustments. The image textures should map correctly, regardless of the rendering application.