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On Thu, 31 Aug 2000 10:21:40 +0200, =?iso-8859-1?Q?J=E9r=F4me?= Berger
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...
Ah, but this relies on you speaking fluent POV code... I don't, I speak
Moray relatively fluently <grin>
The reason I mentioned modifying Gilles' macro is that that was what Hans
said he was using, and I, in my innocence of such things <grin> assumed
it would be easier to alter existing code to do something than to rewrite
from scratch.
Ah well, bye for now,
Jamie.
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