POV-Ray : Newsgroups : povray.binaries.images : Vegetation simulation WIP 2 Server Time
28 Apr 2024 06:23:22 EDT (-0400)
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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:25:01
Message: <web.44ba9facbf1ea0bbe6ea00f60@news.povray.org>
Stefan Viljoen <spamnot@<removethis>polard.com> wrote:

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


If you want, I can sent it to you directly in its current state.


Norbert Kern


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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:35:00
Message: <web.44baa1dcbf1ea0bbe6ea00f60@news.povray.org>
"Gena" <nomail@nomail> wrote:
> 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.



Of course I remember your post. But I didn't read it carefully enough.
Since I use Xfrog for plant modelling I don't see an urgent need for a
pov-based plant macro. But if I would have recognized your offer to
integrate vegetation distribution, we would have worked on that.


Norbert Kern


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From: George Pantazopoulos
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:35:00
Message: <web.44baa2cebf1ea0bbc0bad8570@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> =?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

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.

Beutiful work, by the way! I can't wait until you release it :)

Regards,
George


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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:35:00
Message: <web.44baa2cebf1ea0bbe6ea00f60@news.povray.org>
"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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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:40:00
Message: <web.44baa3cdbf1ea0bbe6ea00f60@news.povray.org>
"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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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 16:45:01
Message: <web.44baa4eabf1ea0bbe6ea00f60@news.povray.org>
"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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From: Jim Charter
Subject: Re: Vegetation simulation WIP 2
Date: 16 Jul 2006 20:27:22
Message: <44bad96a$1@news.povray.org>
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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From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 17 Jul 2006 02:35:00
Message: <web.44bb2f5dbf1ea0bb3376ff040@news.povray.org>
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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From: Jeremy M  Praay
Subject: Re: Vegetation simulation WIP 2
Date: 10 Aug 2006 14:16:29
Message: <44db77fd$1@news.povray.org>
"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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From: posfan12
Subject: Re: Vegetation simulation WIP 2
Date: 18 Feb 2016 20:35:01
Message: <web.56c670eabf1ea0bb5dbf06e80@news.povray.org>
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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