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Op 20-4-2021 om 09:24 schreef Mike Horvath:
> Awesome, thanks!
>
> A couple of questions:
>
> 1. I cannot render either of the scripts you created. Seems the floor
> and landscape objects are missing. What format do they take?
>
> 2. What does the proximity function do? I don't know what a proximity
> function is.
>
> Mike
>
Good questions.
"floor" is a placeholder name. When you define your target, i.e. the
mesh or the height_field on which you want to place your trees and which
you have already declared before, you fill in their name instead of "floor":
#declare my_HF = height_field {etc etc}
#declare Target = object {my_HF}
The Proximity Function as defined by Kirk Andrews, and as I understand
it, is an averaged pigment which uses the target object repeatedly as
an object pattern. It can then be used for instance to exclude trees on
sharp edges of the landscape or scale trees vertically following certain
rules (there are example uses in some of the commented out lines of the
code; I switch them on or off according to purpose or need).
I confess that I do not always exactly understand how things work in the
code, but as long as it does what I want...
If you want, I can design a little demo scene to make things more
visual. Maybe I even have one somewhere... I need to delve in my dungeons.
--
Thomas
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