POV-Ray : Newsgroups : povray.binaries.images : Vegetation simulation WIP 2 Server Time
24 Dec 2024 13:31:09 EST (-0500)
  Vegetation simulation WIP 2 (Message 18 to 27 of 37)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Charles C
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 19:30:00
Message: <web.44b6d715bf1ea0bb200a56120@news.povray.org>
Looking good!

I'd want to be able to put arbitrary user-defined paved areas and such
around it... I.e. define arbitrarily shaped patches of vegetation.  For
instance, I'm picturing something like those little vegetated circle they
put in the center of some intersections...  Or, be able to define absolute
0-probability growth areas within the rectangle (I think this might be the
way you're heading?), allowing  a csg or mesh road going through the larger
vegetated environment.  (Same net effect...)

What kind of system/script are you writing the "calculations" in?

Charles


Post a reply to this message

From: Jörg 'Yadgar' Bleimann
Subject: Re: Vegetation simulation WIP 2
Date: 14 Jul 2006 01:04:52
Message: <44b725f4$1@news.povray.org>
High!

Norbert Kern wrote:
> A small update.
> 
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
> 
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.

*Sigh* ...would still take several new computer generations before I can 
render a flight over the blooming springtime steppes of Bactria in 
bearable time... er, in realtime of course! I just hope my grand-nephews 
or -nieces would be inclined to raytracing then...

See you in Khyberspace!

Yadgar

Now playing: Puttin' on the Ritz (Taco)


Post a reply to this message

From: Stefan Viljoen
Subject: Re: Vegetation simulation WIP 2
Date: 14 Jul 2006 01:46:41
Message: <44b72fc0@news.povray.org>
Norbert Kern spake:

> A small update.
> 
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
> 
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
> 
> 
> Norbert Kern

This keeps looking better and better - Pewsey wanna macro.... NOW.

-- 
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions


Post a reply to this message

From: Gena
Subject: Re: Vegetation simulation WIP 2
Date: 14 Jul 2006 13:30:00
Message: <web.44b7d421bf1ea0bbadfc44880@news.povray.org>
Many moons ago in one of these newsgroups I described
a functionality of the POV-Ray planting system which
I would like to create. As usual I didn't have time
even to start that project :( But the idea was to
create either a script or a set of scripts with very
similar functionality to Norbert's script.

One of the ideas was to implement arbitrary user-defined
areas through pigments. So that in addition to checking
current height the script could also check the RGB of provided
pigment. The pigment should be black&white. If the color is black
there is no any plant in place. If the color is white there is
a plant in this point. If the color is gray the plant could
have the height depending on the intensity of the grey. This
way you could vary plant heights in the border zones.

For example, to make curved road using this approach you could
provide pigment as an image map prepared in Photoshop. The road
could have black color with gradient to white zones for plants.

Another pigment provided to the scripts could control the color
of the grass or stems. And voila you can control absolutely all
parameters of your plants.
Good luck!

Gena.

"Charles C" <nomail@nomail> wrote:
> Looking good!
>
> I'd want to be able to put arbitrary user-defined paved areas and such
> around it... I.e. define arbitrarily shaped patches of vegetation.  For
> instance, I'm picturing something like those little vegetated circle they
> put in the center of some intersections...  Or, be able to define absolute
> 0-probability growth areas within the rectangle (I think this might be the
> way you're heading?), allowing  a csg or mesh road going through the larger
> vegetated environment.  (Same net effect...)
>
> What kind of system/script are you writing the "calculations" in?
>
> Charles


Post a reply to this message

From: Sven Littkowski
Subject: Re: Vegetation simulation WIP 2
Date: 14 Jul 2006 13:33:54
Message: <44b7d582$1@news.povray.org>
Hi Norbert,

I would like to try out your scene on my PC to see, how much time it then 
takes. That might be an interesting comparizon.

My system specs:
Intel Dual Core Pentium 4 @ 3.06 GH
1.25 GB DDR RAM @ 333 MH
Windows XP Media Edition

Would that be okay with you?

Besides that, your scene results are looking great! Very natural! I think, 
you are doing here some real pioneer works! I would have many needs for your 
plants and distributions...

Best greetings,

Sven


Post a reply to this message

From: cogitas3d
Subject: Re: Vegetation simulation WIP 2
Date: 15 Jul 2006 01:05:00
Message: <web.44b87672bf1ea0bb3a6890270@news.povray.org>
Really very interesting! Really impressive!

My dream is use a macro how this in my outdoor projects.

Congratulations!


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 15:50:01
Message: <web.44ba980bbf1ea0bbe6ea00f60@news.povray.org>
Tail Kinker <gro### [at] yahoocouk> wrote:
>
> Very nice.  I missed the first one;  I feel the loss.  :)
>
> I tried something like this for my landscapes, but the results were
> sucky^H^H^H^H^Huninspiring.  My scene took two days to parse (on a PII
> 366), so I said fsck it and killed it before it started rendering.
>
> Do you have any intention of posting the macro for this?  If so, I might
> take another stab at using it in my landscapes.


WIP 1 thread is in -
http://news.povray.org/povray.binaries.images/thread/%3Cweb.44aecceb9373cf132680557b0%40news.povray.org%3E/?mtop=11
..

Yes, I'll post the files - simply because this is how a community works!


Norbert Kern


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:00:01
Message: <web.44ba9a89bf1ea0bbe6ea00f60@news.povray.org>
"gonzo" <rgo### [at] lansetcom> wrote:
> "Norbert Kern" <nor### [at] t-onlinede> wrote:
> > Now when I made the first steps it
> > seems so easy that I don't understand why it took so long.
> >
> >
> > Norbert Kern
>
> <Gasp> <Choke>  EASY???  I don't even understand half of your discussion,
> but the results are amazing!
>
> Just keep doing whay you're doing!
>
> RG


Thank you!

It' s really easy -

1. define random points (plants) within a square, each with age and size
2. check neighborhood of your points
3. define new size dependent on
   - old size
   - influences of same species
   - influences of other species
   - influence of water sensitivity, light, roots...
   - a small growth step
4. raise age
5. substitute old or small plants by others with age zero
6. goto step 2

After about 40 iterations you have your results.


Norbert Kern


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:15:00
Message: <web.44ba9dcabf1ea0bbe6ea00f60@news.povray.org>
"Charles C" <nomail@nomail> wrote:
> Looking good!
>
> I'd want to be able to put arbitrary user-defined paved areas and such
> around it... I.e. define arbitrarily shaped patches of vegetation.  For
> instance, I'm picturing something like those little vegetated circle they
> put in the center of some intersections...  Or, be able to define absolute
> 0-probability growth areas within the rectangle (I think this might be the
> way you're heading?), allowing  a csg or mesh road going through the larger
> vegetated environment.  (Same net effect...)
>
> What kind of system/script are you writing the "calculations" in?
>
> Charles



That's easy. In fact I implemented an image_map dependent way to define or
exclude areas of vegetation. But I can imagine several ways to exclude some
areas. The challenge lies in the borders - if you look carefully, grass
becomes sometimes smaller and differently orented near the borderline.

Because it is less boring I use an animation for the iterations. I write the
values in an include file which is read back for each iteration step.
Of course its all done within Povray.


Norbert Kern


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:20:00
Message: <web.44ba9efabf1ea0bbe6ea00f60@news.povray.org>
=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> High!
>
> *Sigh* ...would still take several new computer generations before I can
> render a flight over the blooming springtime steppes of Bactria in
> bearable time... er, in realtime of course! I just hope my grand-nephews
> or -nieces would be inclined to raytracing then...


I can imagine of several tricks to simulate a good vegetation in realtime.
By example you can store millions of predefined coordinates and calculate
only the visible ones...

Norbert Kern


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.