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"cogitas3d" <cic### [at] yahoocombr> wrote:
> Really very interesting! Really impressive!
>
> My dream is use a macro how this in my outdoor projects.
>
> Congratulations!
Thank you!
Wait a bit. I hope it will look good in future WIPs.
Norbert Kern
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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:
> 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
because the power supply of my usual internet machine broke down.
Norbert Kern
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"George Pantazopoulos" <go### [at] tomyaboutpage> wrote:
> Another way would be, as Christopher Hormann mentioned, to create an
> acceleration structure. In simple terms, instead of checking all plants
> every time you need to check a given plant's neighbors, you check a subset,
> ie the nearest plants within a given radius.
>
> A simple techinque you may be able to try is to divide up your plants into
> cubic regions, and only check the plants that reside inside the cube
> containing the original plant, plus a certain number of surrounding cubes.
That's exactly what I intended to implement next!
Norbert
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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.
>
>
So much I want to say. But what is also moving here, is that your
interest in the potential for plant placement was one of the places you
began back with "Warm Up" five years ago
Stunning success.
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Jim Charter <jrc### [at] msncom> wrote:
>
> So much I want to say. But what is also moving here, is that your
> interest in the potential for plant placement was one of the places you
> began back with "Warm Up" five years ago
>
> Stunning success.
Thank you!
Since theses days my dream is to give in a random seed and after I come back
to the machine I see a believable and new landscape with lush vegetation.
I think it comes into reach.
Norbert Kern
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"Norbert Kern" <nor### [at] t-onlinede> wrote in message
news:web.44ba9a89bf1ea0bbe6ea00f60@news.povray.org...
> 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.
>
I only recently tried to actually understand what's going on here, even
though I was overwhelmed by the results of the simulation. Anyway, this
explanation made the most sense to me. Or perhaps it's the only explanation
which made sense to me, not exactly sure. ;-)
I hope that you're continuing work on this. Personally, I have always loved
the idea of "letting it happen" in POV-Ray, rather than having to
meticulously manage every minute detail of a scene. This certainly seems
like a step in that direction. Plus, I've always loved outdoor scenes.
This has made me decide to start actively POVing again. Thanks for that!
:-)
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Was the source code for this ever released?
Mike
"Norbert Kern" <nor### [at] t-onlinede> 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.
>
>
> Norbert Kern
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