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|  |  | Hi,
I added some leaves to my dandelion, still going to tweak the texture on the
stem and probably add a bit more of a bend to the stem but other than that I
think the model is complete.
It is all made in SDL, fortunately there is a large variety in shape for
dandelion leaves so I could create a macro to generate a leaf with a bit of
randomisation added for the shape. I am pretty pleased and am sure I can tweak
it for different kinds of leaves in the future (the dandelion is more difficult
due to the pointy bits going up the sides).
Each leaf is a single a mesh with a cylinder for the stalk at the bottom. The
mesh is created using 3 splines, one for each side of the leaf then a central
one. I then step along the splines and create 2 splines going across the leaf
using points along these 3 splines and then traverse along these splines to
build the triangles for the mesh.
turned out better than I could have hoped for and as it is a macro they can be
randomised a lot.
I will clean up and make the parameterisation a bit more useful then post this,
might try a few other leaf based experiments now I am started..
Sean
 Post a reply to this message
 Attachments:
 Download 'dandelion.jpg' (32 KB)
 
 
 Preview of image 'dandelion.jpg'
  
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> Hi,
>
> I added some leaves to my dandelion, still going to tweak the texture on the
> stem and probably add a bit more of a bend to the stem but other than that I
> think the model is complete.
>
> It is all made in SDL, fortunately there is a large variety in shape for
> dandelion leaves so I could create a macro to generate a leaf with a bit of
> randomisation added for the shape. I am pretty pleased and am sure I can tweak
> it for different kinds of leaves in the future (the dandelion is more difficult
> due to the pointy bits going up the sides).
>
> Each leaf is a single a mesh with a cylinder for the stalk at the bottom. The
> mesh is created using 3 splines, one for each side of the leaf then a central
> one. I then step along the splines and create 2 splines going across the leaf
> using points along these 3 splines and then traverse along these splines to
> build the triangles for the mesh.
>
> turned out better than I could have hoped for and as it is a macro they can be
> randomised a lot.
>
> I will clean up and make the parameterisation a bit more useful then post this,
> might try a few other leaf based experiments now I am started..
>
> Sean
>
Prety good.
Do you thing that you could use those leaves in a salad? And, how about 
the bright yellow flower itself, before it turns into seeds. Can you use 
it to make soup?
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|  |  | Alain <kua### [at] videotron ca> wrote:
> Prety good.
> Do you thing that you could use those leaves in a salad? And, how about
> the bright yellow flower itself, before it turns into seeds. Can you use
> it to make soup?
Thanks, the real ones are edible, not too sure about virtual ones though ;-)
I am going to try the flower next.
Sean Post a reply to this message
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|  |  | and with the correct texture for the stalk..
 Post a reply to this message
 Attachments:
 Download 'dl.jpg' (36 KB)
 
 
 Preview of image 'dl.jpg'
  
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|  |  | "s.day" <s.d### [at] uel ac  uk>
if purely SDL,
you were better than several commercial software like e.g. xfrog !
In case of that, I bend my head for the one and only real Pov prophet, who will
save us as all...
Otherwise ... the source - please!
Norbert Post a reply to this message
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|  |  | "s.day" <s.d### [at] uel ac  uk> wrote:
> and with the correct texture for the stalk..
Holy smokes!  If that had a background to it, I'd swear it was a real dandelion!
As it is, it looks like a real one cut out of a photograph with photoshop...
GREAT job! Post a reply to this message
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|  |  | On Wed, 15 Oct 2014 16:45:05 +0200, s.day <s.d### [at] uel ac  uk> wrote:
> Hi,
>
> I added some leaves to my dandelion, still going to tweak the texture on  
> the
> stem and probably add a bit more of a bend to the stem but other than  
> that I
> think the model is complete.
>
> It is all made in SDL, fortunately there is a large variety in shape for
> dandelion leaves so I could create a macro to generate a leaf with a bit  
> of
> randomisation added for the shape. I am pretty pleased and am sure I can  
> tweak
> it for different kinds of leaves in the future (the dandelion is more  
> difficult
> due to the pointy bits going up the sides).
>
> Each leaf is a single a mesh with a cylinder for the stalk at the  
> bottom. The
> mesh is created using 3 splines, one for each side of the leaf then a  
> central
> one. I then step along the splines and create 2 splines going across the  
> leaf
> using points along these 3 splines and then traverse along these splines  
> to
> build the triangles for the mesh.
>
> turned out better than I could have hoped for and as it is a macro they  
> can be
> randomised a lot.
>
> I will clean up and make the parameterisation a bit more useful then  
> post this,
> might try a few other leaf based experiments now I am started..
>
> Sean
>
Awesome!
-- 
-Nekar Xenos- Post a reply to this message
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|  |  | I kowtow before your mastery, master.
This is really excellent!
Thomas
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|  |  | On 10/15/2014 04:02 PM, s.day wrote:
> and with the correct texture for the stalk..
>
>
Dabf - morning fingers, not monkeys - rather, Dang! Looks great.
Bill P.
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|  |  | Norbert Kern wrote:
> "s.day" <s.d### [at] uel ac  uk>
>
> if purely SDL,
> you were better than several commercial software like e.g. xfrog !
>
> In case of that, I bend my head for the one and only real Pov prophet, who will
> save us as all...
>
> Otherwise ... the source - please!
>
>
> Norbert
>
>
Hi Norbert,
Thanks, probably a lot slower than commercial software though.
I am going to adjust the macros to add some parameters to help control 
the various elements (number of seeds/leaf and stalk bend, textures etc) 
currently this is all hard coded into the macros so not very flexible. 
Once done I will upload them to the sources or object-collection thread.
The mesh has no normals applied so the triangle count is pretty high, I 
will also add parameters to adjust this where less detail is required. 
If I had time to workout how to calculate the normals it could have a 
lot less triangles (although this would then mean calculating where to 
have the edges of the triangles so as not to lose the points at the edges).
Also, I am using uv_mapping to apply the texture but I am 99.9% sure I 
am not using it correctly I wanted to have the tips of the leaves a 
slightly different colour so use the uv_mapping to control where on the 
spline I am so the texture changes at the tip of each leaf.
Sean Post a reply to this message
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