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From: And
Subject: new tree
Date: 17 Jan 2019 22:15:01
Message: <web.5c41439238519d1f3bbfef70@news.povray.org>
Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender and
PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.


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tree scene 4 4hr12m small expose.png


 

From: Thomas de Groot
Subject: Re: new tree
Date: 18 Jan 2019 02:38:02
Message: <5c41825a$1@news.povray.org>
On 18-1-2019 4:10, And wrote:
> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender and
> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.
> 

I agree. Well done!

-- 
Thomas


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From: Jim Holsenback
Subject: Re: new tree
Date: 18 Jan 2019 04:39:33
Message: <5c419ed5$1@news.povray.org>
On 1/18/19 2:37 AM, Thomas de Groot wrote:
> On 18-1-2019 4:10, And wrote:
>> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by 
>> Blender and
>> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.
>>
> 
> I agree. Well done!
> 
indeed


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From: And
Subject: Re: new tree
Date: 18 Jan 2019 05:35:01
Message: <web.5c41ab942a45eaa28043e4cc0@news.povray.org>
Hehe


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From: jr
Subject: Re: new tree
Date: 18 Jan 2019 06:20:00
Message: <web.5c41b5222a45eaa248892b50@news.povray.org>
hi,

"And" <49341109@ntnu.edu.tw> wrote:
> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender and
> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.

I liked the surreal quality of the previous tree image, but this is ..
sumptuous.  :-)


regards, jr.


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From: Thomas de Groot
Subject: Re: new tree
Date: 18 Jan 2019 06:47:24
Message: <5c41bccc$1@news.povray.org>
On 18-1-2019 12:15, jr wrote:
> hi,
> 
> "And" <49341109@ntnu.edu.tw> wrote:
>> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender and
>> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.
> 
> I liked the surreal quality of the previous tree image, but this is ..
> sumptuous.  :-)
> 

true, but I believe And shows clearly here the need for changing a 
POVtree or Arbaro tree shape with - e.g. Sculptris or another modeller - 
to get a better one. I have been playing with the idea for a while but 
never got time for it.

-- 
Thomas


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From: jr
Subject: Re: new tree
Date: 18 Jan 2019 07:40:00
Message: <web.5c41c8722a45eaa248892b50@news.povray.org>
hi,

Thomas de Groot <tho### [at] degrootorg> wrote:
> On 18-1-2019 12:15, jr wrote:
> > "And" <49341109@ntnu.edu.tw> wrote:
> >> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender and
> >> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.
> > I liked the surreal quality of the previous tree image, but this is ..
> > sumptuous.  :-)
>
> true, but I believe And shows clearly here the need for changing a
> POVtree or Arbaro tree shape with - e.g. Sculptris or another modeller -
> to get a better one. ...

will take your (collective) word for it, I do not use any modelling s/wares[*].
my comment concerned the visual .. impact only, the "grove" looks, well, [insert
superlative].


regards, jr.

[*] without 3d goggle + data-glove interface I'd struggle anyway.  :-)


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From: And
Subject: Re: new tree
Date: 18 Jan 2019 09:25:00
Message: <web.5c41e0d22a45eaa21876a5c0@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
> > On 18-1-2019 12:15, jr wrote:
> > > "And" <49341109@ntnu.edu.tw> wrote:
> > >> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender
and
> > >> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.
> > > I liked the surreal quality of the previous tree image, but this is ..
> > > sumptuous.  :-)
> >
> > true, but I believe And shows clearly here the need for changing a
> > POVtree or Arbaro tree shape with - e.g. Sculptris or another modeller -
> > to get a better one. ...
>

Basically I edited it. I copied the level0(trunk) and level1 (big stem) as a new
..obj file then sculpted it. Then cover the original one.


> will take your (collective) word for it, I do not use any modelling s/wares[*].
> my comment concerned the visual .. impact only, the "grove" looks, well, [insert
> superlative].
>
>
> regards, jr.
>
> [*] without 3d goggle + data-glove interface I'd struggle anyway.  :-)

If you want to learn I can teach you. At the beginning I played with Terragen's
object function. It can "populate" objects in a 2d array.
Like this
https://planetside.co.uk/wiki/index.php?title=Working_with_Populations

Then it can adjust the distribution through apply the density modifier like
"terrain slop constraint", or some other pattern you define.
Like this
http://xfrog.com/gallery/albums/landscapes/over_the_lake___wip_by_gannaingh32-d48mhkr.jpg

I feel this is a good function, but I cannot tried many tree type because I use
the free version. In addition I notice that its tree leaves detail due to global
illum is not as good(or I don't know how to) as pov-ray( using radiosity). So I
back to pov-ray.

I use 4 trees in this scene. Each one I adjust the leaf(and stem) color
carefully.

Like this:
//#declare leaves_13=
#declare PR_DIFFUSE=pigment {color rgb <0.077,0.179,0.080>}


#declare F1=finish{
                   diffuse  0.55, 0.45
                   oren_nayar 1.1
                   }


#declare T1=texture{
                   pigment{uv_mapping PR_DIFFUSE }
                            finish{F1}
                    }


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From: And
Subject: Re: new tree
Date: 18 Jan 2019 09:30:01
Message: <web.5c41e23b2a45eaa21876a5c0@news.povray.org>
//#declare trunk_13=
#declare PR_DIFFUSE=pigment {color rgb <0.056,0.058,0.036> transmit 0/100 }


#declare F1=finish{
                   diffuse  1
                   oren_nayar 1.117
                   }


#declare T1=texture{
                   pigment{uv_mapping PR_DIFFUSE }
                            finish{F1}
                    }



Then I distribute the trees using for loop and random:

#include "camphor_13_mod_POV_geom.inc"
#include "camphor_40_mod_POV_geom.inc"
#include "camphor_48_mod_POV_geom.inc"
#include "camphor_56_mod_POV_geom.inc"


#declare spec_rand = seed(51);
#declare pos_x_rand = seed(277);
#declare pos_y_rand = seed(13);
#declare ang_ran = seed(2);
#declare scal_rand = seed(518);

#for(i, 0, 10)
    #for(j, 0 , 10)
        #declare spec = rand(spec_rand)*4;

        #if(spec < 1)
            object{
            camphor_13_mod_
            rotate <90, 0, 0>
            scale <1, 1, 1>*0.5

            rotate <0, 0, rand(ang_ran)*360>
            scale <1, 1, 1>*(1 + 0.1*rand(scal_rand))
            translate <-40 + i*7, j*7, 0>
            translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
            }


        #elseif(spec < 2)
            object{
            camphor_40_mod_
            rotate <90, 0, 0>
            scale <1, 1, 1>*0.5

            rotate <0, 0, rand(ang_ran)*360>
            scale <1, 1, 1>*(1 + 0.25*rand(scal_rand))
            translate <-40 + i*7, j*7, 0>
            translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
            }

        #elseif(spec < 3)
            object{
            camphor_48_mod_
            rotate <90, 0, 0>
            scale <1, 1, 1>*0.5

            rotate <0, 0, rand(ang_ran)*360>
            scale <1, 1, 1>*(1 + 0.2*rand(scal_rand))
            translate <-40 + i*7, j*7, 0>
            translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
            }

        #else
            object{
            camphor_56_mod_
            rotate <90, 0, 0>
            scale <1, 1, 1>*0.5

            rotate <0, 0, rand(ang_ran)*360>
            scale <1, 1, 1>*(0.8 + 0.1*rand(scal_rand))
            translate <-40 + i*7, j*7, 0>
            translate <rand(pos_x_rand), rand(pos_y_rand), 0>*5.5
            }


        #end

    #end
#end


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From: And
Subject: Re: new tree
Date: 18 Jan 2019 09:35:00
Message: <web.5c41e3cf2a45eaa21876a5c0@news.povray.org>
The rest is radiosity. No need very high as interior scene.

  radiosity {
    pretrace_start 0.08
    pretrace_end   0.005
    count 72

    nearest_count 6
    error_bound 0.32
    recursion_limit 8      // this is important cannot too low
    low_error_factor 0.5
    minimum_reuse 0.015
    brightness 1
    adc_bailout 0.01/2
  }


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