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14 Nov 2024 16:27:15 EST (-0500)
  tree trunk WIP (Message 1 to 5 of 5)  
From: Bill Hails
Subject: tree trunk WIP
Date: 11 Jan 2004 08:09:33
Message: <40014b0c@news.povray.org>
Slow going, this is a test render for a picture I'm working on.
The texture itself is just a placeholder but I thought the
technique of translating and orienting the texture separately
onto each sphere of a blob was worth a post. I remember an
excellent rendering of an apple that used something like that.

-- 
Bill Hails


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test.jpg


 

From: Francois Labreque
Subject: Re: tree trunk WIP
Date: 11 Jan 2004 10:11:26
Message: <4001679e$1@news.povray.org>
Program ended abnormally on 11/01/2004 08:08, Due to a catastrophic Bill
Hails error:

> Slow going, this is a test render for a picture I'm working on.
> The texture itself is just a placeholder but I thought the
> technique of translating and orienting the texture separately
> onto each sphere of a blob was worth a post. I remember an
> excellent rendering of an apple that used something like that.
> 

It is indeed a neat trick.

-- 
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/*    flabreque    */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/*        @        */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/*   videotron.ca  */}camera{orthographic location<6,1.25,-6>look_at a }


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From: JK
Subject: Re: tree trunk WIP
Date: 18 Jan 2004 10:03:44
Message: <400aa050@news.povray.org>
I love it!
I'm wondering whether something similar can be achieved when the tree trunk
is made out of a mesh?


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From: Bill Hails
Subject: Re: tree trunk WIP
Date: 18 Jan 2004 10:37:08
Message: <400aa824@news.povray.org>
Hi.

JK wrote:

> I love it!

Thanks! It's not an original idea though :-)

> I'm wondering whether something similar can be achieved when the tree
> trunk is made out of a mesh?

Maybe. I've not done a lot with meshes, I guess if the
triangles are small it might be OK, but my method is
a long way away from meshes and I wouldn't be sure how
to translate it.

The basic technique I used was to have a separate spline
function for each of the trunk and the two branches. Then
walk each spline in short steps building a blob of spheres.
At the same time keep track of the length of the spline
so far (by accumulating the length of the vector from the
previous point to the current one.) Then apply the texture
to the current sphere, translated by -y * accumulated_length,
then rotated to align with the same said vector, then translated
to the current position.

I can post the code if that's not clear. It's kind of become
a Work On Hold rather than a WIP, Though I do plan to return to
it.

-- 
Bill Hails


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From: Peter Popov
Subject: Re: tree trunk WIP
Date: 21 Jan 2004 06:53:31
Message: <2ken00hs37v1k3f4ll8fkk03hcthkjoq3g@4ax.com>
Oh man, the way the texture splits at the branch is awesome! Neat
trick indeed.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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