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I think the best low-mem I've seen is Ken's...
I did it and redid it ;-)
the same way you did with patches, I did with that one. Don't think I have it left
thou...
//Spdier
Remco de Korte wrote:
>
> Gordon wrote:
> >
> > Remco,
> >
> > Great Grass!
> >
> > A couple of ideas to get rid of the lines/regularity. First, declare several
> > different patches and then use them randomly. Create several patches that
> > are only half as dense as you require, then when you tile them, overlap by
> > 50%. Again choosing random pairs will get rid of the pattern. Finally, if
> > you declare your patches as being only 25% as dense as you want, then
> > overlap by 75 % and rotate them around the vertical axis a random amount,
> > the edges prety much disappear.
> >
> > Good luck on this, I have been playing with this for a year or so off and
> > on. The largest "field" I have done is a kilometre square. This was a field
> > of wheat with plants spaced 10 cms apart and 8 - 10 blades per plant. That
> > is a LOT of triangles.
> >
> > Regards
> > Gordon
> > <gbe### [at] birdcameroncomau>
>
> Thanks, for the comments. I think overlapping is a good way to get even more
> randomness in the grass. I was aiming for a low-memory sort of grass, but missed
> at that.
>
> Remco
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