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8 Jul 2024 07:36:57 EDT (-0400)
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From: Nekar Xenos
Subject: Re: dandelion
Date: 17 Oct 2014 00:18:12
Message: <op.xnuwwhl1ufxv4h@xena.home>
On Fri, 17 Oct 2014 00:37:09 +0200, s.day <s.d### [at] uelacuk> wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> On Wed, 15 Oct 2014 16:45:05 +0200, s.day <s.d### [at] uelacuk> wrote:
>>
>> I suppose a sunflower leaf will be extremely difficult with those jagged
>> edges. I remember how I struggled with that on my sunflower scene.
>>
>
> You suppose correctly, thought I would give it a go and the result is  
> not good,
> suffers the same problem as my dandelion leaf, the more I try to add the  
> stepped
> edges the larger the crease effect becomes on my mesh. I give up trying  
> to do
> this one and will look for nice smooth edged leaves for future  
> experiments ;-)
>

How about making a smooth leaf and then add triangles on the edges?

> Even the texture of a sunflower lef is more difficult to get right.
>

Yes the texture needs to be some kind of fractal it seems.


> Sean
>


-- 
-Nekar Xenos-


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From: s day
Subject: Re: dandelion
Date: 17 Oct 2014 02:05:01
Message: <web.5440b12229a2be8f34a410c0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
>
> How about making a smooth leaf and then add triangles on the edges?
>

Why didn't I think of that (not enough monkeys obviously ;-)

Well below is a bit rough around the edges (pun intended) but only took a minute
to add, some tweaking would be required for a better effect.

Thanks, this could come in handy.

Sean


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Attachments:
Download 'sfleaf2.png' (174 KB)

Preview of image 'sfleaf2.png'
sfleaf2.png


 

From: Nekar Xenos
Subject: Re: dandelion
Date: 17 Oct 2014 14:40:53
Message: <op.xnv0t8zaufxv4h@xena.home>
On Fri, 17 Oct 2014 08:03:14 +0200, s.day <s.d### [at] uelacuk> wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>>
>> How about making a smooth leaf and then add triangles on the edges?
>>
>
> Why didn't I think of that (not enough monkeys obviously ;-)
>
> Well below is a bit rough around the edges (pun intended) but only too
k  

> a minute
> to add, some tweaking would be required for a better effect.
>
> Thanks, this could come in handy.
>
> Sean

For the texture I made a recursive texture macro. Maybe you could adapt 
it  

to your code
//========================
========================
=======================
// Begin Code

//object{Leaf}

#ifndef(Rand)
     #declare Rand=seed(97531);
#end

#declare LeafHalf=
// 3D curved FINITE (no CSG) surface created from a mesh of triangles
bicubic_patch {
   type 0 // patch_type (0..1)
   // 0 = Bezier patch, just store the triangular vertices
   // 1 = Bezier patch, store all plane equations defined by
   //       the triangulation of the patch into sub patches
   //       (faster, uses more memory)
    flatness 0 // flatness value
   //       flatness_value = 0.0 to 1.0, with higher values
   //        giving flatter, less smooth results
   u_steps 4 // # of triangles to subdivide (1-5)
   v_steps 4 // # of triangles to subdivide (1-5)

   <0,0,0>      <0,.266,.054><-.15,.4,.6> (<-.15,.4,.6>+<.506,.3,.508>)/
2  

//<.151,.251,.415>
   <.119,.175,0> <.5,.2,.2><.4,.2,.318> <.506,.3,.508>
   <.288,.334,0> <.4,.3,.2><.8,.1,.05>  <.7,0,.067>

   (<.288,.234,0>+<.777,.1-.079,0>)/2
                 <.777,-.079,0><.8,-.167,0>    <.7,-.2,0> // <1,-.5,0>

   scale <.9,1,1.5>
  }

#declare LeafShape=


// rotate a 2-D outline of points around the Y axis to create a 3-D shap
e
// extrude a closed 2-D shape along an axis
prism {
   linear_sweep  // or conic_sweep for tapering to a point
   linear_spline // linear_spline | quadratic_spline | cubic_spline |  

bezier_spline
   -1,         // height 1
    1,         // height 2

   44, // number of points
  <0,0>,<.054,0>,
  <.65,.08>,<.6,.1>,
  <.63,.12>,<.6,.14>,<.64,.16>,<.61,.18>,
  <.65,.2>,<.62,.22>,<.66,.24>,<.61,.26>,
  <.65,.28>,<.6,.3>,<.62,.35>,
  <.57,.35>,<.59,.39>,<.55,.39>,
  <.55,.45> ,<.53,.43>,<.52,.52>, <.5,.45>,
  <.48,.51>,<.46,.49>,<.44,.54>,<.43,.51>,
  <.41,.56>,<.39,.54>,<.37,.58>,<.35,.56>,
  <.33,.6>,<.31,.58>,<.28,.63>,<.26,.61>,
  <.22,.65>,<.2,.63>,<.15,.68>,<.14,.65> ,
   <.12,.7>,<.09,.68>,<.06,.72>,<.04,.71> ,<0,.73> ,<0,0>

  //
  rotate y*90
  rotate x*180
  translate <-.11,0,>
  scale<1.01,1,1.3>
pigment {rgbft<1,0,1,.3,.3> }
finish{brilliance 4 specular .3}
}


#include "transforms.inc"

#declare Trans1=rand(Rand);
#declare Trans2=rand(Rand);

#macro FracPigm(Recursions,ColA,ColB)
      #local Count=0;

      #while (Count<Recursions)
       wood
       rotate Count*30
       triangle_wave     warp{turbulence <.1+.5*Trans1,0,.1+.5*Trans2>}
       scale .5 // warp{turbulence .5}
       pigment_map{[0 rgbt  

((ColA*(Recursions-Count))+(ColB*Count))/Recursions]
                   [.05

       #local Count=Count+1;
      #end

      rgbt ColB

      #while (Count>0)
       ]
       }
      #local Count=Count-1;
      #end


#end

#macro FracBump(Recursions,ColA,ColB)
      #local Count=0;

      #while (Count<Recursions)
       //gradient x  rotate y*30
       //gradient x rotate y*15
       wood
       rotate Count*30
       triangle_wave     warp{turbulence <.1+.5*Trans1,0,.1+.5*Trans2>}
       scale .5 // warp{turbulence .5}
       normal_map{[0 wood -(Recursions-Count)*.3]
                   [.2

       #local Count=Count+1;
      #end

      quilted .3  rotate <0,45,45> scale <.3,3,1>  warp{turbulence .1}

      #while (Count>0)
       ]
       }
      #local Count=Count-1;
      #end


#end

#macro FracTex(Recursions,ColA,ColB)
      #local Count=0;

      #while (Count<Recursions)
       //gradient x  rotate y*30
       //gradient x rotate y*15
       wood
       rotate Count*30
       triangle_wave     warp{turbulence <.1+.5*Trans1,0,.1+.5*Trans2>}
       scale .5 // warp{turbulence .5}
       texture_map{[0 pigment{ rgbt  

((ColA*(Recursions-Count))+(ColB*Count))/Recursions }
                     normal{wood  -(Recursions-Count)*.3 slope_map{[0  

<1,0>][1 <0,-1>]}}
                     finish {diffuse .5,0}
                    ]
                   [.1

       #local Count=Count+1;
      #end

      pigment{rgbt ColB }
      normal{quilted .3  rotate <0,45,45> scale <.3,3,1>  warp{turbulenc
e  

.1}}

      #if(version>3.6)
         finish {diffuse .5,.01}
      #end

      #while (Count>0)
       ]
       }
      #local Count=Count-1;
      #end


#end

//#declare LeafTex1=
#macro LeafTex1()
texture {
           object{LeafShape
                                       texture{ pigment{rgbt 1} }
                                       texture{
                                               gradient z  rotate y
                                                texture_map{
                                                        [0 pigment{ colo
ur  

rgb <0.4,0.533,0.035>*.2}]
                                                        [.05  

FracTex(3,<0.4,0.533,0.035,0>*.2,<0.365,0.533,0.035,.5>*.08)
                                                        //rgb .5
                                                                        
 rotate  

<0,30,-60>
                                                                        
 scale  

<.6+.1*rand(Rand),.9,.5>*.9
                                                                        
 translate  

<.5,-.1,0>
                                                                        
 warp{turbulence  

.01+.01*Trans1}


                                                           ]
                                                            }
                                                  }


                                        }
                                 }

  #end

#declare Trans1=rand(Rand);
#declare Trans2=rand(Rand);

//#declare LeafTex2=
#macro LeafTex2()
  texture {
           object{LeafShape
                                       texture{ pigment{rgbt 1} }
                                       texture{
                                               gradient z  rotate y
                                                texture_map{
                                                        [0 pigment{ colo
ur  

rgb <0.4,0.533,0.035>*.2}]
                                                        [.05  

FracTex(3,<0.4,0.533,0.035,0>*.2,<0.365,0.533,0.035,.5>*.08)
                                                        //rgb .5
                                                                        
rotate  

<0,30,-60>
                                                                        
 scale  

<.4+.3*rand(Rand),.9,.5>*.9
                                                                        
 translate  

<.5,-.1,0>
                                                                        
 warp{turbulence  

.01+.01*Trans1}


                                                           ]
                                                            }
                                                  }


                                        }
                                 }

  #end


//#declare Leaf=
#macro Leaf()
         union{object{LeafHalf LeafTex1()}
             object{LeafHalf LeafTex2() scale <1,1,-1>}

             #if (rand(Rand)>.5)
                 scale <1,1,-1>
             #end
             }

#end
//object{Leaf}

// End Code
//========================
========================
=======================

-- 

-Nekar Xenos-


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From: Doctor John
Subject: Re: dandelion
Date: 17 Oct 2014 17:08:48
Message: <54418560$1@news.povray.org>
On 17/10/14 07:03, s.day wrote:
> Why didn't I think of that (not enough monkeys obviously ;-)
> 

If you paid more than peanuts, you might get better results.

Eep-Eep-Ook (Shop Steward of the Typing Monkeys' Union)
-- 
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children


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From: LanuHum
Subject: Re: dandelion
Date: 17 Oct 2014 18:50:00
Message: <web.54419c4c29a2be8f7a3e03fe0@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
>
> I look forward to seeing it, your blender experiments have been great to see.
>
> Sean

Without texturing the leaf can look so


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Attachments:
Download 'dandelion_leaf.jpg' (281 KB)

Preview of image 'dandelion_leaf.jpg'
dandelion_leaf.jpg


 

From: LanuHum
Subject: Re: dandelion
Date: 17 Oct 2014 19:00:01
Message: <web.54419eae29a2be8f7a3e03fe0@news.povray.org>
dandelion leaf source.
It is created in the Blender


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Download 'dandelion.7z.zip' (212 KB)

From: s day
Subject: Re: dandelion
Date: 17 Oct 2014 19:10:01
Message: <web.5441a15329a2be8f34a410c0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> >
> > I look forward to seeing it, your blender experiments have been great to see.
> >
> > Sean
>
> Without texturing the leaf can look so

Not bad, that is the kind of shape of leaf I started out trying to make but with
a macro those edges were too difficult so I googled dandelion leaves and picked
a smooth edged variety for my one.

Sean


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From: LanuHum
Subject: Re: dandelion
Date: 18 Oct 2014 02:10:00
Message: <web.5442036429a2be8f7a3e03fe0@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
>
> Not bad, that is the kind of shape of leaf I started out trying to make but with
> a macro those edges were too difficult so I googled dandelion leaves and picked
> a smooth edged variety for my one.
>
> Sean
For creation of model of a leaf in the Blender
1. googled and loading of the image
2. decolouration in GIMP and export to BMP
3. converting in SVG in Potrace
4. import of SVG to Blender
5. extruding of a curve
6. converting of a curve in mesh
7. use of the remesh modifier for creation of the correct grid
8. use of the lattice modifier for deformation of a leaf
:)


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From: LanuHum
Subject: Re: dandelion
Date: 18 Oct 2014 10:50:01
Message: <web.54427da029a2be8f7a3e03fe0@news.povray.org>
Particle systems (Hair) for a dandelion :)


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Attachments:
Download 'dandelion_hair.jpg' (324 KB)

Preview of image 'dandelion_hair.jpg'
dandelion_hair.jpg


 

From: s day
Subject: Re: dandelion
Date: 18 Oct 2014 20:00:00
Message: <web.5442fdbc29a2be8f34a410c0@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:
> Particle systems (Hair) for a dandelion :)

Looks pretty good, maybe the hairs are a bit too straight but this probably
wouldn't show up other than at high res/close up.

Are you going to put the whole thing together and texture it, would be
interesting to see the comparison. I expect yours will be much better for memory
consumption.

Sean


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