POV-Ray : Newsgroups : povray.binaries.images : Summerglass (60 kbu) : Re: Summerglass (60 kbu) Server Time
1 Oct 2024 15:20:34 EDT (-0400)
  Re: Summerglass (60 kbu)  
From: Jamie Davison
Date: 31 Aug 2000 16:55:20
Message: <MPG.1418d29b772401fb98979e@news.povray.org>
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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