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William Tracy <wtr### [at] calpolyedu> wrote:
> The trunk could be a bit longer, but overall I would say that this we
> have a winner. :-)
Thanks. The branches apparently go lower than the bottom of the trunk. There are
two ways to fix it: lengthen the trunk, and make the iterations scale down
faster. The problem with the first is it seems too inelegant. The problem with
the second is at the current scale, exactly the same amount of volume is added
each iteration, so it would seem wrong to change how much it scales. I'll
probable go with the first if I actually put it on a landscape, and make it
infinitely long.
> (You have one week to crank out that infinite coastline and enter it
> into this month's TC-RTC!)
How would I have a fractal landscape (with visible triangles so you could tell
it was a fractal landscape) and an infinitely long coastline? I suppose I could
make the border of the ocean slightly above the actual floor and have
no_shadows, so you can't quite tell. Is there any way I could make it so you
can see the ocean through the ground so I don't have to bother making the ocean
a little above?
"[GDS|Entropy]" <gds### [at] hotmailcom> wrote:
> May I add your source code to my pov-fractal collection? ;-)
Go ahead. If you post the source, attribute that part to me, but don't bother
with pictures. Should I put it on the POV-Ray Object Collection?
Jim Charter <jrc### [at] msncom> wrote:
> I wonder if there is a way to texture the wood components, perhaps with
> transparent areas to the pigment, that would maintain the fractal
> generated feel, but read a little more convincingly as branches.
If I did that, I'd also have to make a texture for leaves that are shaped like
branches. There's no actual border between the branches and leaves. If you look
closely, the smaller branches start to get a little green.
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