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From: Spider
Subject: Trees.. Again
Date: 8 Jan 1999 13:21:54
Message: <36964BEC.D439247E@bahnhof.se>
Hi all..
I made a quick DOS and Windows include creator from the Trees macro (The gnarled one
without leafes), I'll post in povray.binaries.utilities (Win version, tell me if you
want
DOS one to)

Well, just telling.. I got tired of the parsing time, and since I use the trees a lot,
I
don't want to repase all of them every time I render the scene...

If I find demand, or I need it, I'll do the leafed version to...

It's a bit optimised(memory so), since I moved the texture statement from the branshes
to
the unions... I don't see very much of a difference, tell me if you do.

Oh, tell me if you want any help, or the leafed version...


btw. Anyone has a good grass texture / include ??
Those I've seen so far cause too big render/parse times...


//Spider


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From: Gilles Tran
Subject: Re: Trees.. Again
Date: 8 Jan 1999 14:07:57
Message: <369657C9.739FF53B@inapg.inra.fr>
Hey, that's really neat, thanks !

> It's a bit optimised(memory so), since I moved the texture statement from the
branshes to
> the unions... I don't see very much of a difference, tell me if you do.

I had put the texture statement in the branch so that it could somehow follow the tree
structure if the texture had some particular orientation (like ribs). It probably
doesn't
show up if the tree is not meant to be seen on close-up.

> btw. Anyone has a good grass texture / include ??
> Those I've seen so far cause too big render/parse times...

Do you mean grass texture only or grass + grass texture ? I had both on my website,
( http://www.mediaport.net/Artichaud/Tran/behindf.htm, look for gtgrass.pov)
but I should rewrite them for pov 3.1.

Gilles Tran


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From: Spider
Subject: Re: Trees.. Again
Date: 8 Jan 1999 14:41:43
Message: <36965EA1.A4D22449@bahnhof.se>
Gilles Tran wrote:
> 
> Hey, that's really neat, thanks !
Np :-)
I'm using the code, had a use for it, so I wrote it...
:-)


> 
> > It's a bit optimised(memory so), since I moved the texture statement from the > >
branshes to the unions... I don't see very much of a difference, tell me if you do.
> 
> I had put the texture statement in the branch so that it could somehow follow the
tree
> structure if the texture had some particular orientation (like ribs). It probably
> doesn't show up if the tree is not meant to be seen on close-up.
No, it isn't...
And it saves around 500 Kb in memory/tree.... 
If anyone wants it the old way, I can add alternative for it....

> > btw. Anyone has a good grass texture / include ??
> > Those I've seen so far cause too big render/parse times...
> 
> Do you mean grass texture only or grass + grass texture ? I had both on my website,
> ( http://www.mediaport.net/Artichaud/Tran/behindf.htm, look for gtgrass.pov)
> but I should rewrite them for pov 3.1.
I'll look at it...
It's not neccessary too have it as an object, it's not for closeup, but If it's small,
and
reasonably good, it doesn't matter... More detail = more fun..

//Spider


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From: Spider
Subject: Re: Trees.. Again
Date: 8 Jan 1999 14:44:45
Message: <36965F57.3FD67F7F@bahnhof.se>
I like your page... (Thank altavista for babelfish !)

//Spider


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From: Spider
Subject: Re: Trees.. Again
Date: 8 Jan 1999 14:46:40
Message: <36965FCC.C8D50F69@bahnhof.se>
Spider wrote:
> 
> I like your page... (Thank altavista for babelfish !)
Hmm... It stopped translating 1/3 down... :-(

> 
> //Spider


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From: Spider
Subject: Re: Trees.. Again
Date: 8 Jan 1999 17:47:43
Message: <36968A34.12D4EDCD@bahnhof.se>
Hmmm..
It seems I forgot to add the textures and an example... Silly me ? 
Nah, If you look at the output file, you see it wants a texture...
Here is an example (Stolen from the original)
well... You see what it is for.



/////

#include "colors.inc"
#include "textures.inc"

#declare PdV=< -0 , 50 , -150>;
camera {
  location  PdV
  direction <0.0 , 0.0 , 1 >
  up        <0 , 1 , 0>
  right     <4/3 , 0.0  , 0.0>
  look_at   < 0 , 11, 0>
}
#declare colTree=rgb<0.52,0.46,0.43>;

light_source { <-300, 1040, -520> color colTree*2}
light_source { <-1000, 1040, -1020> color rgb<1,.5,0.3>}
light_source { PdV color  colTree}

#declare txtTree=
texture{
  pigment{
    granite
    color_map{
      [0 color colTree*2]
      [0.5 color colTree*1]
      [1 color colTree*0.5]
    }
  }
  normal{wrinkles 2 scale 0.3}
  finish{ambient 0.2}
  scale <1,6,1>*0.3
}

background{White}

#include "tree01" #include "tree02" 

#declare m = 30;
union {
  object{ tree01 rotate <0,rand(s)*360,0> translate < m, 0, 0> }
  object{ tree02 rotate <0,rand(s)*360,0> translate <  -m, 0, 0> }
  translate <0, -20 ,-m>
  rotate <0,45,0>
}


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From: Ken
Subject: Re: Trees.. Again
Date: 9 Jan 1999 05:56:53
Message: <36973589.E9899C50@pacbell.net>
Spider wrote:

> btw. Anyone has a good grass texture / include ??
> Those I've seen so far cause too big render/parse times...
>
> //Spider

 I have made some fairly realistic grass using height fields. The
memory hit is MUCH less than the proceedural method. I posted
the source with height field image in the scene files group some
time ago. Look for "Pov On Grass" in the above mentioned group
for the image and an example scene usage.

If your set up to purge files after a ertain date try using the ftp
access. The articles are all still here.

http://www.povray.org/cgi-bin/dnewsweb?cmd=listall&group=povray

--
Ken Tyler

tyl### [at] pacbellnet


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From: Ken
Subject: Re: Trees.. Again
Date: 9 Jan 1999 06:14:46
Message: <369739BA.6983291C@pacbell.net>
Ken wrote:

> Spider wrote:
>
> > btw. Anyone has a good grass texture / include ??
> > Those I've seen so far cause too big render/parse times...
> >
> > //Spider
>
>  I have made some fairly realistic grass using height fields. The
> memory hit is MUCH less than the proceedural method. I posted
> the source with height field image in the scene files group some
> time ago. Look for "Pov On Grass" in the above mentioned group
> for the image and an example scene usage.
>
> If your set up to purge files after a ertain date try using the ftp
> access. The articles are all still here.
>
> http://www.povray.org/cgi-bin/dnewsweb?cmd=listall&group=povray
>
> --
> Ken Tyler
>
> tyl### [at] pacbellnet

 I posted a better one than that mentioned on 10/22/98
called 3D Grass.

--
Ken Tyler

tyl### [at] pacbellnet


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From: Gilles Tran
Subject: Re: Trees.. Again
Date: 9 Jan 1999 08:54:00
Message: <36975FB7.F571912A@inapg.inra.fr>
Silly me... There is an English version of the page...
http://www.mediaport.net/Artichaud/Tran/behinde.htm
And the site address is :
http://www.mediaport.net/Artichaud/Tran/gtran.en.html
Gilles
Spider wrote:

> Spider wrote:
> >
> > I like your page... (Thank altavista for babelfish !)
> Hmm... It stopped translating 1/3 down... :-(
>
> >
> > //Spider


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From: Spider
Subject: Re: Trees.. Again
Date: 9 Jan 1999 10:10:02
Message: <36977074.1E30683C@bahnhof.se>
Thanx, I'll get on it !
//Spider

Ken wrote:
> 
> Ken wrote:
> 
> > Spider wrote:
> >
> > > btw. Anyone has a good grass texture / include ??
> > > Those I've seen so far cause too big render/parse times...
> > >
> > > //Spider
> >
> >  I have made some fairly realistic grass using height fields. The
> > memory hit is MUCH less than the proceedural method. I posted
> > the source with height field image in the scene files group some
> > time ago. Look for "Pov On Grass" in the above mentioned group
> > for the image and an example scene usage.
> >
> > If your set up to purge files after a ertain date try using the ftp
> > access. The articles are all still here.
> >
> > http://www.povray.org/cgi-bin/dnewsweb?cmd=listall&group=povray
> >
> > --
> > Ken Tyler
> >
> > tyl### [at] pacbellnet
> 
>  I posted a better one than that mentioned on 10/22/98
> called 3D Grass.
> 
> --
> Ken Tyler
> 
> tyl### [at] pacbellnet
>


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