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So, I've added some more macros to my new
mesh-macro-library.
The results for the gerbera are pretty obvious and are
much better than before, but I'm not yet finished with
the petals, and I've got to do the base etc as well!
Luckily, private projects have no deadline... ;-)
Again, comments, suggestions?
Also, does anyone have some experience
in creating textures for those soft petals?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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Attachments:
Download 'gerb3.jpg' (24 KB)
Preview of image 'gerb3.jpg'
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That is *very* nice. Are the petals 3D or 2D?
-Shay
Tim Nikias <tim### [at] gmxde> wrote in message
news:3C9790A3.D65FD817@gmx.de...
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> The results for the gerbera are pretty obvious and are
> much better than before, but I'm not yet finished with
> the petals, and I've got to do the base etc as well!
Very nice!
> Again, comments, suggestions?
IMO the leaves look a bit stiff. Some wrinkles and irregularities might
help?
> Also, does anyone have some experience
> in creating textures for those soft petals?
Oh dear, texturing! Don't remind me .-)
regards
SY
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Thanks!
As of yet, the petals are 2D smooth-triangle-meshes.
I do want to write a Macro which takes the
node-array as input and outputs a very thin, but
3D mesh. Perhaps I'll try to use scattering media
instead of actual textures, or at least in addition to
that, since sub-surface-scattering of light isn't
that rare in flower's petals.
I've also just implemented a little algorithm
to keep track at which angles the petals
were placed. Next ones nearby will then
be placed with enough difference in angle, so
that they won't overlap. But that isn't finished
yet.
Shay commented:
> That is *very* nice. Are the petals 3D or 2D?
>
> -Shay
>
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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> Very nice!
Thanks!
> IMO the leaves look a bit stiff. Some wrinkles and irregularities might
> help?
I know, I'm yet on infant stages with the macros for the mesh-
generation. I want to have a macro which adds some irregularities,
but I also want to use slightly different bezier-splines for
each petal. In addition, I'm not yet using four splines for
right-, left-, top- and bottomside, but only two: top- and leftside.
The mesh is then mirrored to create a two-half-petal. Using
slighlty different splines for each side would add to some
natural turbulences.
> Oh dear, texturing! Don't remind me .-)
Have you already done flowers? I know of your infamous
ferns, but IMO leaves and petals are totally different matters,
texturing-wise seen.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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> > Oh dear, texturing! Don't remind me .-)
>
> Have you already done flowers? I know of your infamous
> ferns, but IMO leaves and petals are totally different matters,
> texturing-wise seen.
Infamous? *lol*
I'm currently working on a flower. My only problem is the lack of time.
Finally it should join the scene of the fern.
Texturing is just one single texture statement. It doesn't really matter on
what object you apply it?
My macros currently take two splines (stem of the petal and outline) and
combine this to a smooth 3D mesh, add some optional wrinkles, normal
distortion and so on.
The other way (the way the fern uses) creates a point array for the leaf
outline, a stem path and then the macros align the outline along the stem.
The rest is as described above.
Textures are created in an array (e.g. for aging or just to have some
variance) which are then transformed to fit onto the mesh.
Funny coincidence. Doing plants with meshes :-)
regards
SY
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> I'm currently working on a flower. My only problem is the lack of time.
> Finally it should join the scene of the fern.
>
What kind of flower?
> Texturing is just one single texture statement. It doesn't really matter on
> what object you apply it?
>
Well, I meant the texture-modelling, like what finishes to use,
patterns and colors, normals (if any or rather use turbulenced
mesh)...
>
> My macros currently take two splines (stem of the petal and outline) and
> combine this to a smooth 3D mesh, add some optional wrinkles, normal
> distortion and so on.
> The other way (the way the fern uses) creates a point array for the leaf
> outline, a stem path and then the macros align the outline along the stem.
> The rest is as described above.
> Textures are created in an array (e.g. for aging or just to have some
> variance) which are then transformed to fit onto the mesh.
>
Are you doing UV-Mapping on the fern or flowers? I'm thinking if
that wouldn't make some things easier, for example gradients of
colors which band from the stem to the outside rim...
>
> Funny coincidence. Doing plants with meshes :-)
>
Well, take 3DS-Max, or Cineme4D, and you'll end up using
meshes all the time. As I gather, there has been a recent mesh-fanatism
going on, with tesselation of complex objects etc.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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Hi
> What kind of flower?
Should get a Violet. If ever. Only a single petal right now. But this time
the texture got better.
Unfortunately it seems that I have to get on a business trip soon, so again
delays. Maybe I have to stop PoVing in general.
> Well, I meant the texture-modelling, like what finishes to use,
> patterns and colors, normals (if any or rather use turbulenced
> mesh)...
Yes of course. Because of this I meant "don't remind me" since I never get
it right. Maybe I'm simply to stupid? *g* I am not talented in texturing.
> Are you doing UV-Mapping on the fern or flowers? I'm thinking if
No. The whole fern is a -single- mesh. To apply the textures along the
freely rotateable leaves I build a texture cache which holds the base
texture in all needed rotations (in steps of currently 20 degrees) which are
the applied to every single triangle of the mesh. Of course there are other
textures for the stems, which don't need to be rotated since the have no
direction-dependent texture. This is different to the leaves which have (in
full LOD only) some gradient pattern (in +/-45 degrees side-dependent
rotation)
> that wouldn't make some things easier, for example gradients of
> colors which band from the stem to the outside rim...
Exactly. That's solved as described above. Not elegant but works.
> Well, take 3DS-Max, or Cineme4D, and you'll end up using
> meshes all the time. As I gather, there has been a recent mesh-fanatism
> going on, with tesselation of complex objects etc.
Indeed. Initially I wanted to use meshes only for the leaves but not for all
the rest. I ended up with meshes since tracing was really slow due to
thousands of objects (the stems were built using unions of cylinders).
Now tracing is really fast plus the advantage to save the whole mesh in a
single file which speeds up any subsequent parsing dramatically (several
hours to create the fern but once created it is parsed within minutes, even
at 100MB).
Hope to see soon your proceedings! Looks very promising already.
best regards,
SY
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