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Justin Smith wrote:
>
> I'm trying to figure out how to code the trunk and branching structure of a
> normal deciduous tree. I took a look at some of the existing trees out
> there, and it seems that using blobs is the way to go.
> [...]
Why do you think so?
Meshes are surely the most efficient way to generate trees. Surely not
the most realistic, but you won't be able to generate a tree rendering in
agreeable time with isosurfaces anyway.
> Also, I am trying to get a feel for using blob-like combinations in an
> isosurface, but the following code won't work. What am I doing wrong?
>
> [...]
Try:
isosurface
{
#declare Blob_Threshold = .05;
#declare Seed=seed(0);
#declare iter = 0;
function
{
(1+Blob_Threshold)
#while(iter < 50)
#declare Rnd1=rand(Seed);
#declare Rnd2=rand(Seed);
-pow(Blob_Threshold,f_sphere(x-(Rnd1+.5),y-(iter/2),z-(Rnd2+.5),.3))
#declare iter = iter + 1;
#end
}
contained_by { box { -30,30 } }
max_gradient 2.4
}
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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