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On Mon, 8 Jun 1998 12:40:43 +1000, "Andrew Reeves"
<ac_### [at] bigpondcom> wrote:
>I am creating a scene and wish to put trees in it. Does anyone have a good
>model for a tree apart from a sphere on a stick! A texture which imitates
>the leaves (ie: allows light through in patches) would be good along with a
>rough surface.
I've found two ways to get good trees. Unfortnately they both end up
giving you huge files to include, but oh well. The first is LParser. I
haven't a clue how to make trees in it, but if you output one of the
sample trees you should be set. :) I think its in the utilities archive.
The second (better) way is TreeDesigner. There have been a bunch of
posts of the beta being available here in this newsgroup, so just look
for it... it does a great job with trees, again with the only fault
being that its a bit large.
Hope that helps.
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Andrew Reeves wrote:
>I am creating a scene and wish to put trees in it. Does anyone have a good
>model for a tree apart from a sphere on a stick! A texture which imitates
>the leaves (ie: allows light through in patches) would be good along with a
>rough surface.
>
>Thanks
>
>
Andrew,
There are some possibilities:
1 - try the attachments. They give very detailed trees, but sure large to
render, so use only closeby.
2 - build them form some intersecting blobs or fractals, pick a color map
from a green marble (Stones.inc), and make some holes in the definition by
setting transparency to 1.0 of some colors. You will get an impression of
layers of leaves, as you see the inner blobs or fractals trough the
transparent holes.
3 - On large landscapes built using a height field you can simulate a whole
distant forest by making a copy of your original height field bitmap, and
throw light spots, with graduation, on it in a photofinish program.
In your scene define the spotted heightfield slightly below the actual
surface, so the field will be as you defined it, but the 'trees' will
protrude above, casting shadows, etc. Remember to apply also a texture with
a pigment with holes in it. For more layers in the height field trees define
a second copy of the spotted heightfield, with a moved texture. Moving the
texture will also move the holes in the coverage.
I tried something like that in a garden: see
http://homepages.enterprise.net/michaelkent/povraycity, and search out the
large villa near the river. There I used the same technique to make garden
walls etc.
have fun,
Frans.
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Attachments:
Download 'Bintree.zip' (3 KB)
Download 'plants1.zip' (13 KB)
Download 'DO_Tree3.pov.txt' (3 KB)
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