POV-Ray : Newsgroups : povray.binaries.images : voronoi forrest : Re: voronoi forrest Server Time
20 Apr 2024 07:02:59 EDT (-0400)
  Re: voronoi forrest  
From: And
Date: 6 Feb 2019 00:35:01
Message: <web.5c5a71daf4d98fc670c84ee0@news.povray.org>
ingo <ing### [at] tagpovrayorg> wrote:
> Proof of concept, voronoi forrest with about a 100 trees and saplings
> with non intersecting foliage.
>
> Generate a bunch of random points. Put them in Voro++ or as I did Tess
> https://github.com/wackywendell/tess a python binding to Voro++ (on
> windows you need the MS compiler tool thingy). The output I used is a
> list of neighbours per point. From that I calculated the nearest
> neighbour per point. Devided the distance by two and used that as
> radius for a sphere.
>
> There are other options, one could use the centroid of a voroni cell
> and calculate the biggest cell fitting sphere based on that position.
> The Voro++ commandline program can output vertices and normals relative
> to a points position. This can easily be used to create a foliage by
> using the vertices to construct a union of polygons. Scale the union
> down a bit and move it to the right position. The normals could be used
> for intersecting multiple planes to create a solid foliage.
>
> attached are forrest.pov for the first step, the creation of random
> points and it writes a python file vorodat.py. That is needed by
> vorotess.py, the second step, that does the voro++ thing and writes
> POV-Ray arrays to forrest.inc Finally Forrest_spheres.pov uses the
> include to make the trees.
>
> I won't persue this any more for the moment eventhough there are many
> possibilties. Also for clouds etc.
>
> https://www.youtube.com/watch?v=J4-x_sBX9tk
>
> ingo


This is good. But for a realistic tree, should write further codes for stems and
leaves grow on your sphere positions. If you are willing, I can introduce what
the algorithm I saw from the arbaro.


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