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Jamie Davison wrote:
>
> If it were possible to alter Gilles' macro to create a 'grass' of tree
> objects, then you could have a more useful sense of scale, with the large
> tree in the centre of the dome representing the 'tree of life' from
> various mythologies.
>
> Of course it would be almost impossible to tell that the 'grass' was
> actually a forest canopy at the size it would render.
>
You don't need Gilles' macro to do that. Something like the following
(untested) code should do:
#declare S = seed (1234);
#declare Jitter = 0.2;
#declare X = 0;
#while (X < 100)
#declare Y = 0;
#while (Y < 100);
object {
Tree
translate <X+Jitter*rand (S), 0, Y+Jitter*rand(S)>
}
#declare Y = Y + 1;
#end
#declare X = X + 1;
#end
Of course, it needs to be adapted to the size of the trees (something
like 0.4 units wide in this example). Note that if you use a mesh tree,
this shouldn't use too much memory but if you use a blob or CSG tree,
your computer probably won't have enough memory to do it...
--
* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde... * http://www.enst.fr/~jberger
*******************************
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