POV-Ray : Newsgroups : povray.binaries.images : new tree : Re: new tree Server Time
26 Apr 2024 20:04:36 EDT (-0400)
  Re: new tree  
From: And
Date: 18 Jan 2019 09:25:00
Message: <web.5c41e0d22a45eaa21876a5c0@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
> > On 18-1-2019 12:15, jr wrote:
> > > "And" <49341109@ntnu.edu.tw> wrote:
> > >> Trees generated by Arbaro, sculpted trunk in Sculptris, converted by Blender
and
> > >> PoseRay, rendered by Pov-Ray. Get a nice mood. Can be a poster.
> > > I liked the surreal quality of the previous tree image, but this is ..
> > > sumptuous.  :-)
> >
> > true, but I believe And shows clearly here the need for changing a
> > POVtree or Arbaro tree shape with - e.g. Sculptris or another modeller -
> > to get a better one. ...
>

Basically I edited it. I copied the level0(trunk) and level1 (big stem) as a new
..obj file then sculpted it. Then cover the original one.


> will take your (collective) word for it, I do not use any modelling s/wares[*].
> my comment concerned the visual .. impact only, the "grove" looks, well, [insert
> superlative].
>
>
> regards, jr.
>
> [*] without 3d goggle + data-glove interface I'd struggle anyway.  :-)

If you want to learn I can teach you. At the beginning I played with Terragen's
object function. It can "populate" objects in a 2d array.
Like this
https://planetside.co.uk/wiki/index.php?title=Working_with_Populations

Then it can adjust the distribution through apply the density modifier like
"terrain slop constraint", or some other pattern you define.
Like this
http://xfrog.com/gallery/albums/landscapes/over_the_lake___wip_by_gannaingh32-d48mhkr.jpg

I feel this is a good function, but I cannot tried many tree type because I use
the free version. In addition I notice that its tree leaves detail due to global
illum is not as good(or I don't know how to) as pov-ray( using radiosity). So I
back to pov-ray.

I use 4 trees in this scene. Each one I adjust the leaf(and stem) color
carefully.

Like this:
//#declare leaves_13=
#declare PR_DIFFUSE=pigment {color rgb <0.077,0.179,0.080>}


#declare F1=finish{
                   diffuse  0.55, 0.45
                   oren_nayar 1.1
                   }


#declare T1=texture{
                   pigment{uv_mapping PR_DIFFUSE }
                            finish{F1}
                    }


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