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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
>
> > An idea off the top of my head: Instead of a flat billboard, you could make a
> > simple low-rez height_field for the tree (including the trunk too, possibly).
>
> Hmmm.
> If a heightfield is just a displacement based on the grayscale value of the
> image pixels, then you could also make an isosurface of it, and abs() should
> mirror the
> displacement in both directions.
> Then I think there's the isosurface approximation macros that could make a
> mesh{} of _that_, and then you could possibly make a whole 3D tree from just the
> image.
> Alternatively, I guess you could just intersect{} it with a box and texture it
> with the image_map and see how that turns out...
>
I was actually thinking that a sort of dome-shaped, low-rez crinkly HF (with
'smooth', and 'water_level' to clip off the ground plane), could then be rotated
-90*x, then aligned to the camera view like Thomas did with his billboards. With
the tree texture applied, that would make a quasi-3D tree shape, at least for
the 'bulk of tree leaves' if not the trunk, and it might pick up some
semi-realistic lighting highlights if phong is used. It wouldn't matter that the
HF is just a shell; its underside ('rear') would never be seen, since the HF
would always face the camera.
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hi,
Thomas de Groot <tho### [at] degrootorg> wrote:
> Please find here the (last) version of the scene. Search for the
> differences ;-)
spent hours, and still couldn't find Wally! :-)
<https://en.wikipedia.org/wiki/Where%27s_Wally%3F>
> One notable change I want to elaborate on a bit. I dumped Gilles Tran's
> MakeGrass and replaced it by Lawnmaker from Uwe Gleiss (2004). ...
> Not stopping there, and interested as I am in using mesh2{} files, ...
some months ago, I played with generated "tufts" of grass, made from a small
number of mesh2 grassblades, and thought the results ok. attached, perhaps you
can put it use.
regards, jr.
Post a reply to this message
Attachments:
Download 'tufts.inc.txt' (31 KB)
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Op 22/10/2020 om 10:51 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Please find here the (last) version of the scene. Search for the
>> differences ;-)
>
> spent hours, and still couldn't find Wally! :-)
>
> <https://en.wikipedia.org/wiki/Where%27s_Wally%3F>
Oh, LOL! this would be a great challenge to do someday in POV-Ray!
[I think that Wally is hidding in the tower... but one of the background
trees is not impossible either.]
>
>> One notable change I want to elaborate on a bit. I dumped Gilles Tran's
>> MakeGrass and replaced it by Lawnmaker from Uwe Gleiss (2004). ...
>> Not stopping there, and interested as I am in using mesh2{} files, ...
>
> some months ago, I played with generated "tufts" of grass, made from a small
> number of mesh2 grassblades, and thought the results ok. attached, perhaps you
> can put it use.
>
Thank you very much indeed. I shall certainly try it out. I am about
finished with a HowTo document about Lawnmaker. When finished, I shall
post the whole package in these n.g's.
--
Thomas
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hi,
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 22/10/2020 om 10:51 schreef jr:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> Please find here the (last) version of the scene. Search for the
> >> differences ;-)
> >
> > spent hours, and still couldn't find Wally! :-)
>
> Oh, LOL! this would be a great challenge to do someday in POV-Ray!
a horde of Cousin Ricky's Androids, in bobble hats and striped jumpers?!
:-)
> I am about finished with a HowTo document about Lawnmaker. When finished,
> I shall post the whole package in these n.g's.
sounds good.
regards, jr.
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Op 22/10/2020 om 10:51 schreef jr:
> some months ago, I played with generated "tufts" of grass, made from a small
> number of mesh2 grassblades, and thought the results ok. attached, perhaps you
> can put it use.
>
Something is not right I believe. The app remains stuck in an endless
loop while parsing, without generating anything. Could you provide a
small demo scene where it works? Thanks!
--
Thomas
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hi,
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 22/10/2020 om 10:51 schreef jr:
> > some months ago, I played with generated "tufts" of grass, made from a small
> > number of mesh2 grassblades, and thought the results ok. attached, perhaps you
> > can put it use.
>
> Something is not right I believe. The app remains stuck in an endless
> loop while parsing, without generating anything. Could you provide a
> small demo scene where it works? Thanks!
had a quick look over the code posted, and .. looks alright. will post zip of
demo and another copy of inc tonight.
regards, jr.
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hi,
Thomas de Groot <tho### [at] degrootorg> wrote:
> Something is not right I believe. The app remains stuck in an endless
> loop while parsing, without generating anything. Could you provide a
> small demo scene where it works? Thanks!
I didn't have a demo scene per se, so the attached is cannibalised from a ("the"
:-)) wip scene. the .inc file is the same as posted. POV-Ray gets to about
280,000 "K tokens" parsing. the "planting" is relatively sparse, one "tuft" per
square unit.
regards, jr.
Post a reply to this message
Attachments:
Download '201024tdg.zip' (157 KB)
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Op 24/10/2020 om 19:08 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Something is not right I believe. The app remains stuck in an endless
>> loop while parsing, without generating anything. Could you provide a
>> small demo scene where it works? Thanks!
>
> I didn't have a demo scene per se, so the attached is cannibalised from a ("the"
> :-)) wip scene. the .inc file is the same as posted. POV-Ray gets to about
> 280,000 "K tokens" parsing. the "planting" is relatively sparse, one "tuft" per
> square unit.
>
>
> regards, jr.
>
Thank you! I shall go with that and come back later.
--
Thomas
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Op 24/10/2020 om 19:08 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Something is not right I believe. The app remains stuck in an endless
>> loop while parsing, without generating anything. Could you provide a
>> small demo scene where it works? Thanks!
>
> I didn't have a demo scene per se, so the attached is cannibalised from a ("the"
> :-)) wip scene. the .inc file is the same as posted. POV-Ray gets to about
> 280,000 "K tokens" parsing. the "planting" is relatively sparse, one "tuft" per
> square unit.
>
>
> regards, jr.
>
OK, thank you very much indeed. This works. Going to look more closely.
--
Thomas
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Here you can find such arrangements of trees
https://en.wikipedia.org/wiki/Dehesa
Best regards
Michael
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