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So, after fiddling with some macros and writing
several mesh-creating algorithms (with
surface-normals etc etc), I've used the
fundamentals that were laid with the
Gerbera WIP and created basic grass
field. Its supposed to be part of a vegetation
package, which should finally be able to simply
vegetate a given heightfield with grass, flowers,
trees etc.
What d'ya think?
5 different meshes, each with 20 blades, out of a
selection of 25 blades, some random scalement
thrown in as well as some random texture-picking.
The 5 smooth-triangle meshes fit nicely into a
compact 20 MB file...
Tracing time (for 1024x768, resized for post) 1:55 h,
on Duron 1.4 GHZ, 512 MB RAM, Win98
Focal blur, samples: 50
5001 objects (500 meshes+1 heightfield)
Oh, and 1 min 10 sec parsing (includes the writing
of 20 MB File, pure parsing would be 32 sec)
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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Attachments:
Download 'grass.jpg' (61 KB)
Preview of image 'grass.jpg'
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Hey great! I'd love to trek through that range if I could be sure it is
snake free :)
Did you use trace{}?
Marc
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Looks good. I have wanted to try this myself for a while now.
How many triangles did you use for each blade of grass?
Did combine all blades of grass into one mesh per plug, or did you keep the
blades separate.
Do the blades have thickness?
-Shay
Tim Nikias <tim### [at] gmxde> wrote in message
news:3CA2113D.5B1C927E@gmx.de...
----------------------------------------------------------------------------
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Wow! That's very nice looking! If only we could see the plants better - well
I don't mind the current view, surely, but when you say 20 MB there has to
be some hidden details.. Keep us updated on this project! :o) Especially I
like the fact that it's pure POV, not imported from some other program. This
will make things more flexible I believe. (If you're trying to make a useful
set of macros to the public)... ;o)
Regards,
Hugo
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> Hey great!
Thanks!
> I'd love to trek through that range if I could be sure it is
> snake free :)
>
As for now, it is... But you never know! POV-Universe grows and grows...
> Did you use trace{}?
>
Yup. As of now, I only trace() the heightfield and look if the
surface normal (slope) isn't too steep, and if it isn't, the mesh
is placed.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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> Looks good.
Thank you!
> I have wanted to try this myself for a while now.
> How many triangles did you use for each blade of grass?
>
Each blade of grass consists of 20x20x2=800 smooth-triangles.
> Did combine all blades of grass into one mesh per plug, or did you keep the
> blades separate.
>
As for now, the macro generates 25 (may be set to a different value)
unique blades, each with own bend, lengths and spans. Of those, for
each little bush/patch of grass, 20 are picked, scaled, rotated and
positioned.
In this manner, it is practically impossible for two blades in any
of all generated patches to be identical.
Using 5 patches with all different blades makes it almost impossible
to spot the same mesh in a scene, making it look much more realistic.
To answer your questions, the blades are internally generated only
as arrays of vertices, later on, the different blade-data are combined
into one patch. So blades aren't seperate, I want to make a
High-Res-blade-macro (with UV-Mapping and more surface-detail) for
close-ups, this is "just" a "filler". ;-)
> Do the blades have thickness?
>
Not yet, and I'm yet pondering if it is really needed for these
low-res blades...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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> Wow! That's very nice looking!
Thanks!
> If only we could see the plants better - well
> I don't mind the current view, surely, but when you say 20 MB there has to
> be some hidden details..
Not much detail, but I'll trace a single patch and show you in a few
minutes...
> Keep us updated on this project! :o)
I will.
> Especially I
> like the fact that it's pure POV, not imported from some other program. This
> will make things more flexible I believe. (If you're trying to make a useful
> set of macros to the public)... ;o)
>
Yeah, POV=flexibility! And though I do plan on making the vegetation
package public someday, I'm not sure if it will actually be used...
Perhaps I'll begin with spreading them in series, so when this grass
is finished, I'll make it downloadable from my homepage...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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Here's a close-up on one mesh/grass patch.
The blades were textured by picking random textures
that were put into an array beforehand. You may also
texture an entire mesh instead of single blades (but
since all triangles of the blades are saved into one mesh
for one patch, its actually triangle-texturing, not blade-
texturing).
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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Attachments:
Download '1patch.jpg' (33 KB)
Preview of image '1patch.jpg'
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Tim Nikias wrote in message <3CA2113D.5B1C927E@gmx.de>...
>So, after fiddling with some macros and writing
>several mesh-creating algorithms (with
>surface-normals etc etc), I've used the
>fundamentals that were laid with the
>Gerbera WIP and created basic grass
>field. Its supposed to be part of a vegetation
>package, which should finally be able to simply
>vegetate a given heightfield with grass, flowers,
>trees etc.
Have you seen the "vegetate" include file at
http://www.geocities.com/Rengaw03/povray.html ?
--
Mark
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> Have you seen the "vegetate" include file at
> http://www.geocities.com/Rengaw03/povray.html ?
>
Nope, but I've just taken a look at it. Its "merely" a
program which uses trace() to spread objects on
other objects, though with collision-detection (spacing
between placed objects). That is something I'll program
as well, true, but the Vegetation Package should come
along with some mesh- and object-macros to create
trees, grass, flowers etc. Just everything you would need
to convert a height-field into a landscape.
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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