![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> Not only to p.b.u. but also to povray.news-submission, I think it's
> a great new and should be in the povray webpage.
I should have checked it first :-(
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Gena Obukhov wrote:
> The final version of POV-Tree (Java-based tree generator) is available
> here:
> http://propro.ru/go/Wshop/tools/tools.html
> The source files are available as well.
>
> The final version has interactive tree editor and supports UV-mapping.
> See README.txt for details.
>
> Gena.
It's be really nice if it could generate actual POV output...
It's always seemed really wasteful to me to 'build' the tree every render.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> It's be really nice if it could generate actual POV output...
What do you mean?
You can export tree in mesh format. This way you don't have
to 'build' tree every render. You have to do that only if you
save tree as include file for TOMTREE macro. In order to
reduce parsing time in this case you can use modified version
of tomtree macro which I posted in p.b.s.-f. some time ago.
It works about 6-7 times faster.
Gena.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
In article <3EA4E7EC.C4BB99B2@mail.com>,
Gena Obukhov <obu### [at] mail com> wrote:
> The final version of POV-Tree (Java-based tree generator) is available
> here:
> http://propro.ru/go/Wshop/tools/tools.html
> The source files are available as well.
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.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> 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.
Gena.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Gena wrote:
>> It's be really nice if it could generate actual POV output...
>
> What do you mean?
> You can export tree in mesh format. This way you don't have
> to 'build' tree every render. You have to do that only if you
> save tree as include file for TOMTREE macro. In order to
> reduce parsing time in this case you can use modified version
> of tomtree macro which I posted in p.b.s.-f. some time ago.
> It works about 6-7 times faster.
>
> Gena.
Ahh, okay, I'll have to try that. As for meshs, I try to avoid them when
possible, they just seem... un POVlike.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
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/
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> 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.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> 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.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"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
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |