POV-Ray : Newsgroups : povray.binaries.images : "Tree" algorithms : Re: "Tree" algorithms Server Time
4 Nov 2024 22:20:11 EST (-0500)
  Re: "Tree" algorithms  
From: Mike Williams
Date: 12 Jan 2006 10:30:18
Message: <VwimzBAxUnxDFwOI@econym.demon.co.uk>
Wasn't it Lawrence W who wrote:
>Its been a while since I posted anything here, and there was only a few
>anyway.  Nonetheless, once a Pover, its hard to stay away for long.
>
>I'd like to creat my own tree macro, and to start I've got a cone shaped
>object made up of a stack of individual cones.  My goal is to create a tree
>with cone shaped sections that branch out from a central trunk.  I'm
>thinking this would be a recursive deal with the entire tree concept
>repeating on each branch until I hit a certail threshold.
>
>Is this possible?  Am I dumb to try to recreate the wheel?  I really want to
>do this task for myself, in order to better understand the PovRay SDL.  So
>here's what I've got so far.  The cone on the right is the tree so far; the
>cone on the left is the reference cone for height, and the cone in the
>middle is the base unit that I started from.  Any help is extremely
>appreciated.  Thanks.

It's a useful exercise in writing recursive macros, but other people
have discovered that a realistic tree made from a large number of cones
is rather slow to render. Replacing the cones with mesh fragments that
approximate the cone shapes, and joining all those fragments into one
large mesh object can produce realistic trees in a reasonable render
time.

-- 
Mike Williams
Gentleman of Leisure


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