POV-Ray : Newsgroups : povray.general : POV-Tree 1.0 Server Time
4 Aug 2024 18:15:38 EDT (-0400)
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From: Txemi Jendrix
Subject: RE: POV-Tree 1.0
Date: 22 Apr 2003 17:06:54
Message: <3ea5aeee@news.povray.org>


> 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  :-(


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From: Tyler Eaves
Subject: Re: POV-Tree 1.0
Date: 23 Apr 2003 19:01:44
Message: <3ea71b58@news.povray.org>
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.


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From: Gena
Subject: Re: POV-Tree 1.0
Date: 23 Apr 2003 20:38:46
Message: <3EA73219.68F96704@mail.com>
> 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.


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From: Christopher James Huff
Subject: Re: POV-Tree 1.0
Date: 23 Apr 2003 20:45:25
Message: <cjameshuff-80E482.20452223042003@netplex.aussie.org>
In article <3EA4E7EC.C4BB99B2@mail.com>,
 Gena Obukhov <obu### [at] mailcom> 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] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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From: Gena Obukhov
Subject: Re: POV-Tree 1.0
Date: 24 Apr 2003 00:50:35
Message: <3EA76B61.35BAA905@mail.com>
> 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.


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From: Tyler Eaves
Subject: Re: POV-Tree 1.0
Date: 24 Apr 2003 09:50:46
Message: <3ea7ebb6@news.povray.org>
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.


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From: Christopher James Huff
Subject: Re: POV-Tree 1.0
Date: 24 Apr 2003 09:57:54
Message: <cjameshuff-8363EC.09573624042003@netplex.aussie.org>
In article <3EA76B61.35BAA905@mail.com>,
 Gena Obukhov <obu### [at] mailcom> 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] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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From: Gena
Subject: Re: POV-Tree 1.0
Date: 24 Apr 2003 13:14:44
Message: <3EA81B88.BBC1419C@mail.com>
> 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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From: Gena
Subject: Re: POV-Tree 1.0
Date: 24 Apr 2003 13:20:25
Message: <3EA81CDD.A3B5A669@mail.com>
> 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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From: Nathan Kopp
Subject: Re: POV-Tree 1.0
Date: 3 May 2003 00:21:02
Message: <3eb343ae$1@news.povray.org>
"Tyler Eaves" <tyl### [at] cg1org> 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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