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In article <3EA76B61.35BAA905@mail.com>,
Gena Obukhov <obu### [at] mail com> wrote:
> > Seems to work well under Mac OS X 10.2.5. That's a huge number of
> > options though...maybe it needs a tree-generator-parameters generator,
> > to produce slightly different trees of specific types.
>
> You can play with 'randomness' parameter for different tree elements
> to change their distribution.
Not quite what I meant...I was thinking of things like "height",
"bushyness", "health", and so on.
Well, I'll have to do something like this when I get Amber up and
running.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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> Ahh, okay, I'll have to try that. As for meshs, I try to avoid them when
> possible, they just seem... un POVlike.
You can adjust mesh accuracy to make the surface smooth. Just
remember that high accuracy will increase the number of triangles
and parsing time as a result of that.
Gena.
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> Not quite what I meant...I was thinking of things like "height",
> "bushyness", "health", and so on.
I was about to implement smth. like wizard which would guide
you through several steps where you could define those parameters
which you mentioned. As usual the problem is a lack of time :)
If anybody has enough time to do that you are welcome - the
source files are open :)
Gena.
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"Tyler Eaves" <tyl### [at] cg1 org> wrote...
>
> Ahh, okay, I'll have to try that. As for meshs, I try to avoid them when
> possible, they just seem... un POVlike.
Come on... don't be so hard on meshes. They are definitely one of the most
efficient methods (memory-wise) of creating trees and plants in POV, because
you can duplicate them many times with only marginal memory use for each
additional copy. You can't do that with any other object. Plus, they store
their textures slightly more efficiently than other objects. Oh, and POV
usually renders them amazingly quickly!
-Nathan
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