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21 Dec 2024 22:04:01 EST (-0500)
  6 simple plants (Message 1 to 6 of 6)  
From: Mike Miller
Subject: 6 simple plants
Date: 10 Nov 2023 23:15:00
Message: <web.654efeced2ab8e2ef22cdb33dabc9342@news.povray.org>
6 plants made from smooth triangle billboards. These render much faster than the
clipped sphere approach I was originally using. Scene file posted.
Miller


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From: Alain Martel
Subject: Re: 6 simple plants
Date: 11 Nov 2023 08:00:37
Message: <654f7af5$1@news.povray.org>
Le 2023-11-10 à 23:11, Mike Miller a écrit :
> 6 plants made from smooth triangle billboards. These render much faster than the
> clipped sphere approach I was originally using. Scene file posted.
> Miller
> 
Those are nice. Make them into mesh to use the instanciation feature of 
the meshes.
So, instead of :
#declare ST_leaf =
    union {
     //--left 1/2
     smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
     smooth_triangle { p11, n1, p10, n1, p4,  n1 }
     smooth_triangle { p9,  n1, p10, n1, p11, n1 }
     smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
     smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
     smooth_triangle { p15, n1, p14, n1, p8,  n1 }
     smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
     smooth_triangle { p2,  n1, p14, n1, p15, n1 }
     //--right 1/2
     smooth_triangle { p11, n5, p3,  n5, p12, n5 }
     smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
     smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
     smooth_triangle { p9,  n5, p11, n5, p12, n5 }
     smooth_triangle { p15, n5, p7,  n5, p13, n5 }
     smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
     smooth_triangle { p1,  n5, p15, n5, p13, n5 }
     smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
     }

Use this :
#declare ST_leaf =
    mesh{
     //--left 1/2
     smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
     smooth_triangle { p11, n1, p10, n1, p4,  n1 }
     smooth_triangle { p9,  n1, p10, n1, p11, n1 }
     smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
     smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
     smooth_triangle { p15, n1, p14, n1, p8,  n1 }
     smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
     smooth_triangle { p2,  n1, p14, n1, p15, n1 }
     //--right 1/2
     smooth_triangle { p11, n5, p3,  n5, p12, n5 }
     smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
     smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
     smooth_triangle { p9,  n5, p11, n5, p12, n5 }
     smooth_triangle { p15, n5, p7,  n5, p13, n5 }
     smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
     smooth_triangle { p1,  n5, p15, n5, p13, n5 }
     smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
     }

That way, you can place 1000's of copies of the same plant that'll use 
only the storage for a single one.


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From: Mike Miller
Subject: Re: 6 simple plants
Date: 11 Nov 2023 09:25:00
Message: <web.654f8dcaea5e3361f22cdb33dabc9342@news.povray.org>
Alain Martel <kua### [at] videotronca> wrote:
> > 6 plants made from smooth triangle billboards. These render much faster than the
> > clipped sphere approach I was originally using. Scene file posted.
> > Miller
> >
> Those are nice. Make them into mesh to use the instanciation feature of
> the meshes.
> So, instead of :
> #declare ST_leaf =
>     union {
>      //--left 1/2
>      smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
>      smooth_triangle { p11, n1, p10, n1, p4,  n1 }
>      smooth_triangle { p9,  n1, p10, n1, p11, n1 }
>      smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
>      smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
>      smooth_triangle { p15, n1, p14, n1, p8,  n1 }
>      smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
>      smooth_triangle { p2,  n1, p14, n1, p15, n1 }
>      //--right 1/2
>      smooth_triangle { p11, n5, p3,  n5, p12, n5 }
>      smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
>      smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
>      smooth_triangle { p9,  n5, p11, n5, p12, n5 }
>      smooth_triangle { p15, n5, p7,  n5, p13, n5 }
>      smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
>      smooth_triangle { p1,  n5, p15, n5, p13, n5 }
>      smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
>      }
>
> Use this :
> #declare ST_leaf =
>     mesh{
>      //--left 1/2
>      smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
>      smooth_triangle { p11, n1, p10, n1, p4,  n1 }
>      smooth_triangle { p9,  n1, p10, n1, p11, n1 }
>      smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
>      smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
>      smooth_triangle { p15, n1, p14, n1, p8,  n1 }
>      smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
>      smooth_triangle { p2,  n1, p14, n1, p15, n1 }
>      //--right 1/2
>      smooth_triangle { p11, n5, p3,  n5, p12, n5 }
>      smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
>      smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
>      smooth_triangle { p9,  n5, p11, n5, p12, n5 }
>      smooth_triangle { p15, n5, p7,  n5, p13, n5 }
>      smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
>      smooth_triangle { p1,  n5, p15, n5, p13, n5 }
>      smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
>      }
>
> That way, you can place 1000's of copies of the same plant that'll use
> only the storage for a single one.


Alain,
thank you so much! I will definitely fix that. It's been a long time since I
worked with triangles in POV...

I have a new problem ..haha. Now that I've converted these billboards to smooth
triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
snippet of a rendering I did last night using these plants in my nest scene.
Billboards that cross in front the water renders without fog. Strange...may just
give up on using them in this scene. :-)
Mike


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From: Alain Martel
Subject: Re: 6 simple plants
Date: 12 Nov 2023 08:51:00
Message: <6550d844$1@news.povray.org>
Le 2023-11-11 à 09:22, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>> clipped sphere approach I was originally using. Scene file posted.
>>> Miller
>>>
>> Those are nice. Make them into mesh to use the instanciation feature of
>> the meshes.
>> So, instead of :
>> #declare ST_leaf =
>>      union {
>>       //--left 1/2
>>       smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
>>       smooth_triangle { p11, n1, p10, n1, p4,  n1 }
>>       smooth_triangle { p9,  n1, p10, n1, p11, n1 }
>>       smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
>>       smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
>>       smooth_triangle { p15, n1, p14, n1, p8,  n1 }
>>       smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
>>       smooth_triangle { p2,  n1, p14, n1, p15, n1 }
>>       //--right 1/2
>>       smooth_triangle { p11, n5, p3,  n5, p12, n5 }
>>       smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
>>       smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
>>       smooth_triangle { p9,  n5, p11, n5, p12, n5 }
>>       smooth_triangle { p15, n5, p7,  n5, p13, n5 }
>>       smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
>>       smooth_triangle { p1,  n5, p15, n5, p13, n5 }
>>       smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
>>       }
>>
>> Use this :
>> #declare ST_leaf =
>>      mesh{
>>       //--left 1/2
>>       smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
>>       smooth_triangle { p11, n1, p10, n1, p4,  n1 }
>>       smooth_triangle { p9,  n1, p10, n1, p11, n1 }
>>       smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
>>       smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
>>       smooth_triangle { p15, n1, p14, n1, p8,  n1 }
>>       smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
>>       smooth_triangle { p2,  n1, p14, n1, p15, n1 }
>>       //--right 1/2
>>       smooth_triangle { p11, n5, p3,  n5, p12, n5 }
>>       smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
>>       smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
>>       smooth_triangle { p9,  n5, p11, n5, p12, n5 }
>>       smooth_triangle { p15, n5, p7,  n5, p13, n5 }
>>       smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
>>       smooth_triangle { p1,  n5, p15, n5, p13, n5 }
>>       smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
>>       }
>>
>> That way, you can place 1000's of copies of the same plant that'll use
>> only the storage for a single one.
> 
> 
> Alain,
> thank you so much! I will definitely fix that. It's been a long time since I
> worked with triangles in POV...
> 
> I have a new problem ..haha. Now that I've converted these billboards to smooth
> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> snippet of a rendering I did last night using these plants in my nest scene.
> Billboards that cross in front the water renders without fog. Strange...may just
> give up on using them in this scene. :-)
> Mike
> 
> 

Triangles do have an interior and an exterior. Try using hollow. It MAY 
help... Or not.

mesh{	...
	...
	...
  hollow
  }

Next, you may be faced with the tracing and sampling of that fog. Here, 
the presence or absence of turbulence is probably not a factor.
You may need to use scattering media with the render time taking a 
serious hit.

But, yes. Fog and media tend to not play nice with transparency.


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From: Mike Miller
Subject: Re: 6 simple plants
Date: 12 Nov 2023 09:40:00
Message: <web.6550e25bea5e3361f22cdb33dabc9342@news.povray.org>
Alain Martel <kua### [at] videotronca> wrote:

> > Alain Martel <kua### [at] videotronca> wrote:
> >>> 6 plants made from smooth triangle billboards. These render much faster than the
> >>> clipped sphere approach I was originally using. Scene file posted.
> >>> Miller
> >>>
> >> Those are nice. Make them into mesh to use the instanciation feature of
> >> the meshes.
> >> So, instead of :
> >> #declare ST_leaf =
> >>      union {
> >>       //--left 1/2
> >>       smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
> >>       smooth_triangle { p11, n1, p10, n1, p4,  n1 }
> >>       smooth_triangle { p9,  n1, p10, n1, p11, n1 }
> >>       smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
> >>       smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
> >>       smooth_triangle { p15, n1, p14, n1, p8,  n1 }
> >>       smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
> >>       smooth_triangle { p2,  n1, p14, n1, p15, n1 }
> >>       //--right 1/2
> >>       smooth_triangle { p11, n5, p3,  n5, p12, n5 }
> >>       smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
> >>       smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
> >>       smooth_triangle { p9,  n5, p11, n5, p12, n5 }
> >>       smooth_triangle { p15, n5, p7,  n5, p13, n5 }
> >>       smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
> >>       smooth_triangle { p1,  n5, p15, n5, p13, n5 }
> >>       smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
> >>       }
> >>
> >> Use this :
> >> #declare ST_leaf =
> >>      mesh{
> >>       //--left 1/2
> >>       smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
> >>       smooth_triangle { p11, n1, p10, n1, p4,  n1 }
> >>       smooth_triangle { p9,  n1, p10, n1, p11, n1 }
> >>       smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
> >>       smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
> >>       smooth_triangle { p15, n1, p14, n1, p8,  n1 }
> >>       smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
> >>       smooth_triangle { p2,  n1, p14, n1, p15, n1 }
> >>       //--right 1/2
> >>       smooth_triangle { p11, n5, p3,  n5, p12, n5 }
> >>       smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
> >>       smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
> >>       smooth_triangle { p9,  n5, p11, n5, p12, n5 }
> >>       smooth_triangle { p15, n5, p7,  n5, p13, n5 }
> >>       smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
> >>       smooth_triangle { p1,  n5, p15, n5, p13, n5 }
> >>       smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
> >>       }
> >>
> >> That way, you can place 1000's of copies of the same plant that'll use
> >> only the storage for a single one.
> >
> >
> > Alain,
> > thank you so much! I will definitely fix that. It's been a long time since I
> > worked with triangles in POV...
> >
> > I have a new problem ..haha. Now that I've converted these billboards to smooth
> > triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> > snippet of a rendering I did last night using these plants in my nest scene.
> > Billboards that cross in front the water renders without fog. Strange...may just
> > give up on using them in this scene. :-)
> > Mike
> >
> >
>
> Triangles do have an interior and an exterior. Try using hollow. It MAY
> help... Or not.
>
> mesh{ ...
>  ...
>  ...
>   hollow
>   }
>
> Next, you may be faced with the tracing and sampling of that fog. Here,
> the presence or absence of turbulence is probably not a factor.
> You may need to use scattering media with the render time taking a
> serious hit.
>
> But, yes. Fog and media tend to not play nice with transparency.

Just tried your suggestion of using hollow in the mesh statement - It worked!
Thank you so much...just about to give up. :-)
Mike.


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From: Alain Martel
Subject: Re: 6 simple plants
Date: 13 Nov 2023 11:03:54
Message: <655248ea$1@news.povray.org>
Le 2023-11-12 à 09:34, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>> Le 2023-11-11 à 09:22, Mike Miller a écrit :
>>> Alain Martel <kua### [at] videotronca> wrote:
>>>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>>>> clipped sphere approach I was originally using. Scene file posted.
>>>>> Miller
>>>>>
>>>> Those are nice. Make them into mesh to use the instanciation feature of
>>>> the meshes.
>>>> So, instead of :
>>>> #declare ST_leaf =
>>>>       union {
>>>>        //--left 1/2
>>>>        smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
>>>>        smooth_triangle { p11, n1, p10, n1, p4,  n1 }
>>>>        smooth_triangle { p9,  n1, p10, n1, p11, n1 }
>>>>        smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
>>>>        smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
>>>>        smooth_triangle { p15, n1, p14, n1, p8,  n1 }
>>>>        smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
>>>>        smooth_triangle { p2,  n1, p14, n1, p15, n1 }
>>>>        //--right 1/2
>>>>        smooth_triangle { p11, n5, p3,  n5, p12, n5 }
>>>>        smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
>>>>        smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
>>>>        smooth_triangle { p9,  n5, p11, n5, p12, n5 }
>>>>        smooth_triangle { p15, n5, p7,  n5, p13, n5 }
>>>>        smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
>>>>        smooth_triangle { p1,  n5, p15, n5, p13, n5 }
>>>>        smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
>>>>        }
>>>>
>>>> Use this :
>>>> #declare ST_leaf =
>>>>       mesh{
>>>>        //--left 1/2
>>>>        smooth_triangle { p11, n1, p4,  n1, p6,  n1 }
>>>>        smooth_triangle { p11, n1, p10, n1, p4,  n1 }
>>>>        smooth_triangle { p9,  n1, p10, n1, p11, n1 }
>>>>        smooth_triangle { p9,  n1, p8,  n1, p10, n1 }
>>>>        smooth_triangle { p15, n1, p8,  n1, p9,  n1 }
>>>>        smooth_triangle { p15, n1, p14, n1, p8,  n1 }
>>>>        smooth_triangle { p2,  n1, p15, n1, p5,  n1 }
>>>>        smooth_triangle { p2,  n1, p14, n1, p15, n1 }
>>>>        //--right 1/2
>>>>        smooth_triangle { p11, n5, p3,  n5, p12, n5 }
>>>>        smooth_triangle { p11, n5, p6,  n5, p3,  n5 }
>>>>        smooth_triangle { p9,  n5, p12, n5, p7,  n5 }
>>>>        smooth_triangle { p9,  n5, p11, n5, p12, n5 }
>>>>        smooth_triangle { p15, n5, p7,  n5, p13, n5 }
>>>>        smooth_triangle { p15, n5, p9,  n5, p7,  n5 }
>>>>        smooth_triangle { p1,  n5, p15, n5, p13, n5 }
>>>>        smooth_triangle { p1,  n5, p5,  n5, p15, n5 }
>>>>        }
>>>>
>>>> That way, you can place 1000's of copies of the same plant that'll use
>>>> only the storage for a single one.
>>>
>>>
>>> Alain,
>>> thank you so much! I will definitely fix that. It's been a long time since I
>>> worked with triangles in POV...
>>>
>>> I have a new problem ..haha. Now that I've converted these billboards to smooth
>>> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
>>> snippet of a rendering I did last night using these plants in my nest scene.
>>> Billboards that cross in front the water renders without fog. Strange...may just
>>> give up on using them in this scene. :-)
>>> Mike
>>>
>>>
>>
>> Triangles do have an interior and an exterior. Try using hollow. It MAY
>> help... Or not.
>>
>> mesh{ ...
>>   ...
>>   ...
>>    hollow
>>    }
>>
>> Next, you may be faced with the tracing and sampling of that fog. Here,
>> the presence or absence of turbulence is probably not a factor.
>> You may need to use scattering media with the render time taking a
>> serious hit.
>>
>> But, yes. Fog and media tend to not play nice with transparency.
> 
> Just tried your suggestion of using hollow in the mesh statement - It worked!
> Thank you so much...just about to give up. :-)
> Mike.
> 
> 
> 
> 
GREAT !😎🎉


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