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Nice image! I was going to comment on the strange regularity of the tree
colors until I read your third point. =)
> 2. The problem with this method is that parts far away seem less dense
> populated as nearer parts.
> The solution is to find the maximum distance to be populated. Then you
can
> use the inverse quadratic relationship to plant with equal density despite
> different distances.
But since you don't know where that maximum distance occurs, you still have
to shoot the same density of rays everywhere. Do you then use 1/distance^2
as a probability for discarding the ray?
- Slime
[ http://www.slimeland.com/ ]
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By the way, what's your water texture?
- Slime
[ http://www.slimeland.com/ ]
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yes, exactly. In effect I use that code:
#if (pow (vlength (cam_loc-Inter) / max_dist, 2) > rand (r4))
Of course it would be possible to set max_dist to something very big.
But then generating the tree coordinates would take much more time.
Norbert Kern
"Slime" <fak### [at] emailaddress> schrieb im Newsbeitrag
news:43236fc0$1@news.povray.org...
> But since you don't know where that maximum distance occurs, you still
> have
> to shoot the same density of rays everywhere. Do you then use 1/distance^2
> as a probability for discarding the ray?
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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"Slime" <fak### [at] emailaddress> schrieb im Newsbeitrag
news:43236ffc$1@news.povray.org...
> By the way, what's your water texture?
For this demo I used a water material from Gilles Tran.
I included a link in the demo at povray.binaries.scene-files.
Norbert Kern
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"Norbert Kern" <nor### [at] t-onlinede> wrote in message
news:43236855@news.povray.org...
> This demo scene shows three effects useful for planting many things like
> grass, trees, rocks or stones.
>
> 1. If you want to show a dense forest from near to a far distance, you may
> need millions of tree copies. Even povray has problems with millions of
> mesh2 copies.
> But if you show only the visible ones, you need only 75000 trees like in
> this demo file.
> The trick is to define random vectors from the camera position, which
> point
> only to visible parts and to use them in the trace command.
>
> 2. The problem with this method is that parts far away seem less dense
> populated as nearer parts.
> The solution is to find the maximum distance to be populated. Then you
> can
> use the inverse quadratic relationship to plant with equal density despite
> different distances.
>
> 3. I always wanted to draw directly on a test image and to use it for
> different planting effects. This would give maximum control over the
> result.
> The second image shows the POV logo's image used in the demo scene.
>
> I'll post an (unoptimized) demo file at binaries.scene-files.
Really NICE photo! (tho not sure it's allowed here) hehe.
Still trying to figure out what you're saying here.. cause I'm a novice with
POV-Ray. Sounds like you're trying to define only those trees that are in
view, and not ALL the trees.... when I ran the veg_many_things_WRITE
script... I gave up waiting for it to finish, and I think it did only 300
trees. Not sure this shortcut of yours is anything short at all.
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Norbert Kern wrote:
> This demo scene shows three effects useful for planting many things like
> grass, trees, rocks or stones.
>
> 1. If you want to show a dense forest from near to a far distance, you may
> need millions of tree copies. Even povray has problems with millions of
> mesh2 copies.
Could you elaborate? Lots of mesh instances of course take memory (much
less than copying the mesh though) but this should scale without
problems as long as you have enough memory and the performance should be
O(log n) as long as the trees do not overlap too much.
> But if you show only the visible ones, you need only 75000 trees like in
> this demo file.
> The trick is to define random vectors from the camera position, which point
> only to visible parts and to use them in the trace command.
Interesting idea this 'image space object placement' - it has a few
problems though:
- Esp. with lower tree density you have the problems that trees with
their bottom below visibility (only the top looking above a mountain
ridge for example) don't get placed.
To avoid this but still keep the number of trees placed low you can use
the normal scene space placing and trace a 'visibility ray' to the
camera location to check if to actually place the tree. If you trace
this ray from the top of the tree this will solve the issue. The major
disadvantage is of course this is very slow (lots of unsuccessful tests,
two traces per test)
- it only works for camera types you have written a mapping function
for. For this might be good to have scene language support for image
space/scene space transformation.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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Nice image and interesting technique. I guess I'll try something similiar a
the near future, though I'd probably go the longer and more complicated way
as Christoph described it. You can't have trees just stop behind a hill...
I'd probably use my Surcoat-Macros, and an idea I just had: if I'd place a
parallel lightsource in place of the camera and view from above, the hills
should throw shadows onto the terrain itself. So I only get bright spots
(where placing of objects will take place) where the camera sees it. If I
then "grow" a rim around that area, I'd have a little more space in all
directions... Hm. Need to think about this more.
Anyways, how did you create the tree? POV-Tree, or did you do it yourself?
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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sorrry, I should have mentioned the time needed.
It takes about 10 minutes with a 2.7 GHz P4 system to complete the
coordinate finding for the 75000 trees.
You need an aspect ratio of 2:1 like in +w800 +h400 despite ending with a
black image.
After you generated the tree coordinates once parsing the Tree_Logo.pov file
needs only 20 seconds.
Norbert Kern
"EagleSun" <nomail@nomail> schrieb im Newsbeitrag
news:4323a659@news.povray.org...
>
> "Norbert Kern" <nor### [at] t-onlinede> wrote in message
> news:43236855@news.povray.org...
>> This demo scene shows three effects useful for planting many things like
>> grass, trees, rocks or stones.
>>
>> 1. If you want to show a dense forest from near to a far distance, you
>> may
>> need millions of tree copies. Even povray has problems with millions of
>> mesh2 copies.
>> But if you show only the visible ones, you need only 75000 trees like in
>> this demo file.
>> The trick is to define random vectors from the camera position, which
>> point
>> only to visible parts and to use them in the trace command.
>>
>> 2. The problem with this method is that parts far away seem less dense
>> populated as nearer parts.
>> The solution is to find the maximum distance to be populated. Then you
>> can
>> use the inverse quadratic relationship to plant with equal density
>> despite
>> different distances.
>>
>> 3. I always wanted to draw directly on a test image and to use it for
>> different planting effects. This would give maximum control over the
>> result.
>> The second image shows the POV logo's image used in the demo scene.
>>
>> I'll post an (unoptimized) demo file at binaries.scene-files.
>
> Really NICE photo! (tho not sure it's allowed here) hehe.
>
> Still trying to figure out what you're saying here.. cause I'm a novice
> with POV-Ray. Sounds like you're trying to define only those trees that
> are in view, and not ALL the trees.... when I ran the
> veg_many_things_WRITE script... I gave up waiting for it to finish, and I
> think it did only 300 trees. Not sure this shortcut of yours is anything
> short at all.
>
>
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"Christoph Hormann" <chr### [at] gmxde> schrieb im Newsbeitrag
news:dg0ifb$2oi$1@chho.imagico.de...
> Could you elaborate? Lots of mesh instances of course take memory (much
> less than copying the mesh though) but this should scale without problems
> as long as you have enough memory and the performance should be O(log n)
> as long as the trees do not overlap too much.
It's only my experience, that with millions of objects my computer gets slow
even with 2 GB memory.
Beside, with about 11 million copies of anything the coordinates file alone
takes 1.5 GB memory.
Problems are much more severe with normal meshes or CSG objects, but it
depends on the object complexity.
I'll try to make a bit of more exact statements in the next days.
> - Esp. with lower tree density you have the problems that trees with their
> bottom below visibility (only the top looking above a mountain ridge for
> example) don't get placed.
That's true, therefore the method is best in densily populated cases, but I
can think of some workarounds.
> To avoid this but still keep the number of trees placed low you can use
> the normal scene space placing and trace a 'visibility ray' to the camera
> location to check if to actually place the tree. If you trace this ray
> from the top of the tree this will solve the issue. The major
> disadvantage is of course this is very slow (lots of unsuccessful tests,
> two traces per test)
This works not always. In some cases you can see only parts of an object,
but not base or top.
Especially at near overhangs you can need perhaps 5 or more traces.
Of course it takes time, therefore I usually decouple coordinates generation
and scene rendering.
> - it only works for camera types you have written a mapping function for.
> For this might be good to have scene language support for image
> space/scene space transformation.
That's the biggest drawback.
Of course its possible to increase the cam_ang value for the camera angle
during the coordinate generation, if you don't use extreme camera types or
settings.
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"Tim Nikias" <JUSTTHELOWERCASE:timISNOTnikias(at)gmx.netWARE> schrieb im
Newsbeitrag news:4323d0cd@news.povray.org...
> I'd probably use my Surcoat-Macros, and an idea I just had: if I'd place a
> parallel lightsource in place of the camera and view from above, the hills
> should throw shadows onto the terrain itself. So I only get bright spots
> (where placing of objects will take place) where the camera sees it. If I
> then "grow" a rim around that area, I'd have a little more space in all
> directions... Hm. Need to think about this more.
This is one possibility and I used such a method in my IRTC entry "Meadow".
If you blur such a black/white image with photoshop, you can use it to shoot
test rays from above.
If you hit a non-black pixel, you can populate the place.
But usually it is complicated to define the orthogonal camera and to align
the results to your scene.
I gave up this technology, because I'm too weak in trigonometry.
> Anyways, how did you create the tree? POV-Tree, or did you do it yourself?
The tree is only a demo tree I always use for tests or far distances like in
my images "Boreal" or "Meadow"
( http://www.povcomp.com/hof/Boreal_big.html and
http://www.irtc.org/ftp/pub/stills/2002-02-28/meadow.jpg ).
You can download the tree from http://www.dartnall.f9.co.uk/ , then go to
galleries and then to arboretum.
It comes as a usual mesh object. With the new version of Poseray you can
import such a mesh and save it as a mesh2 object.
This makes an enormous difference in memory usage and render speed, at least
in this case.
Norebrt Kern
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