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From: Spider
Subject: Re: Advanced script, idea/help.
Date: 18 Apr 1999 14:38:58
Message: <371A1791.A8A296CD@bahnhof.se>
Take a peek at the code and see, I think that would be something of what you
intended, isn't it?

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Spider
Subject: Re: Advanced script, idea/help.
Date: 18 Apr 1999 16:32:00
Message: <371A3199.FA664B73@bahnhof.se>
Solved it.
see p.b.i.

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Spider
Subject: Re: Script, idea/help.
Date: 18 Apr 1999 17:41:18
Message: <371A4244.B1632A1@bahnhof.se>
look in povray.text.scene-files for an include.
mail me or post here for help/tips.



-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Margus Ramst
Subject: Re: Script, idea/help.
Date: 18 Apr 1999 18:37:39
Message: <371a50a3.0@news.povray.org>
I'll check it out. But perhaps you could point out what parts of the macro,
in your opinion, need improving - and in what way? What is the goal you wish
to achieve?

Margus

Spider wrote in message <371### [at] bahnhofse>...
>look in povray.text.scene-files for an include.
>mail me or post here for help/tips.
>
>
>
>--
>//Spider
>        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
>What I can do and what I could do, I just don't know anymore
>                "Marian"
>        By: "Sisters Of Mercy"


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From: Ken
Subject: Re: Script, idea/help.
Date: 18 Apr 1999 19:37:48
Message: <371A5D5B.861848D2@pacbell.net>
Spider wrote:
> 
> look in povray.text.scene-files for an include.
> mail me or post here for help/tips.
> 
> --
> //Spider
>         [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> What I can do and what I could do, I just don't know anymore
>                 "Marian"
>         By: "Sisters Of Mercy"

1.) From what I can see from the first image you posted you have the makings
of a good recursive structure. It would be interesting to see if you could
expand on it to produce something in appearance to a coral branch matrix.
There are so many different type of coral I can't be more specific than that
but my first impression of the image was indeed coral more so than tree.

It's something to think about anyway and something I have not as yet seen
by any other artist.



2.)  I lack the background and ability for this next suggestion and
the recent flurry of activity in the tree production around here has
been amazing. One thing that has not yet been accomplished, and is in
my opinion, wide open territory for advancement in this category, is a
solution to making VERY large trees.

  The types I'm talking about are the type the Swiss Family Robinson's
built their tree house on, the 1200 year old live oaks seen in Great
Britain and the North American west coast regions, and the type you
typicaly see in storybooks that have cute little animals living inside
with a big front door at the base of the trunk. These types of trees
have massive limb structures that have little leaf coverage and the
smaller branches are quite few compared to the larger branches. Any
time I have tried to specify parameters, for a tree of this nature,
the current available include files don't seem able to cope with
branch sizes and branch splits on a scale large enough for realism.
They instead end up looking like a large round lump that has a whole
bunch of spiky things with leaves on them.

  This too is something to think about and is something I have not as
yet seen available in an easy to use include file. Obviously there is
a need for the smaller variety of trees as they are useful for gardens
and household landscaping but old growth forests like those seen in some
areas of Great Britain, Sherwood Forest for example, and other places
as well, require a much different tree type than those currently provided
for.



  Before you mention it Johannes I realize that this is one of the tree
types you hade in mind when you developed your Tree Designer program.
I'm also interested in an internal solution for the production of trees
of this type.
  By the way I have seen your program appearing on several shareware sites
so your exposure appears to be increasing in that regard. Any idea as to how
many copies of it have been distributed to date ? Just curious.



Regards to all,

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Spider
Subject: Re: Script, idea/help.
Date: 18 Apr 1999 22:05:53
Message: <371A804E.1C70B405@bahnhof.se>
To be honest, I have no idea of how the coral branches you talk about look.
As for the bbig trees, I know how they look, but I have no idea as for how to
create one.

Buit I'll assure you, it'll be cooking in my mind, perhaps someday I'll get it..



Ken wrote:
> 
> Spider wrote:
> >
> > look in povray.text.scene-files for an include.
> > mail me or post here for help/tips.
> >
> > --
> > //Spider
> >         [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> > What I can do and what I could do, I just don't know anymore
> >                 "Marian"
> >         By: "Sisters Of Mercy"
> 
> 1.) From what I can see from the first image you posted you have the makings
> of a good recursive structure. It would be interesting to see if you could
> expand on it to produce something in appearance to a coral branch matrix.
> There are so many different type of coral I can't be more specific than that
> but my first impression of the image was indeed coral more so than tree.
> 
> It's something to think about anyway and something I have not as yet seen
> by any other artist.
> 
> 2.)  I lack the background and ability for this next suggestion and
> the recent flurry of activity in the tree production around here has
> been amazing. One thing that has not yet been accomplished, and is in
> my opinion, wide open territory for advancement in this category, is a
> solution to making VERY large trees.
> 
>   The types I'm talking about are the type the Swiss Family Robinson's
> built their tree house on, the 1200 year old live oaks seen in Great
> Britain and the North American west coast regions, and the type you
> typicaly see in storybooks that have cute little animals living inside
> with a big front door at the base of the trunk. These types of trees
> have massive limb structures that have little leaf coverage and the
> smaller branches are quite few compared to the larger branches. Any
> time I have tried to specify parameters, for a tree of this nature,
> the current available include files don't seem able to cope with
> branch sizes and branch splits on a scale large enough for realism.
> They instead end up looking like a large round lump that has a whole
> bunch of spiky things with leaves on them.
> 
>   This too is something to think about and is something I have not as
> yet seen available in an easy to use include file. Obviously there is
> a need for the smaller variety of trees as they are useful for gardens
> and household landscaping but old growth forests like those seen in some
> areas of Great Britain, Sherwood Forest for example, and other places
> as well, require a much different tree type than those currently provided
> for.
> 
>   Before you mention it Johannes I realize that this is one of the tree
> types you hade in mind when you developed your Tree Designer program.
> I'm also interested in an internal solution for the production of trees
> of this type.
>   By the way I have seen your program appearing on several shareware sites
> so your exposure appears to be increasing in that regard. Any idea as to how
> many copies of it have been distributed to date ? Just curious.
> 
> Regards to all,
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Spider
Subject: Re: Script, idea/help.
Date: 18 Apr 1999 22:07:46
Message: <371A80C0.3450A980@bahnhof.se>
Updated it. again.
version 2.0 in a rapid speed :-)

Ok, what does it do now, you ask?
Well, it's Documented(!!!) It has demos(eught of them)  and it has a new way to
draw the recursive functions. *whee* *applause* *bows*, thankyou all,  I just
love spamming you :-)


This time I zipped it up, 4k big, in povray.binaries.scene-files.


-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Spider
Subject: Re: Script, idea/help.
Date: 18 Apr 1999 22:37:59
Message: <371A5162.89D767CC@bahnhof.se>
Margus Ramst wrote:
> 
> I'll check it out. But perhaps you could point out what parts of the macro,
> in your opinion, need improving - and in what way? What is the goal you wish
> to achieve?
Well, improving, I'm not sure...
As for the goal... it was to make a good effect....

Sorry If I bother you, but I am like this, I start a project for the sake of a
nice effect, then I don't know how to do, start a thread about it, and once I've
posted the message, I come to think of the how and start to code on it...

It would be nice to hear ideas/thoughts about how a good .inc should be
formated, where should help/contact/info on routines go ?
how should variables be declared and so on...

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Johannes Hubert
Subject: Re: Advanced script, idea/help.
Date: 19 Apr 1999 07:24:02
Message: <371b0442.0@news.povray.org>
Spider wrote in message <371A0393.9EE2D65E@bahnhof.se>...
[snip]
>
>Anyone get the concept, care to come with ideas?


Don't know if anyone else said it yet (haven't read all answers), and not to
dampen your enthusiasm, but just to be of some help:

I think you are actually simply reinventing L-Systems. What you said could
be expressed in an L-System grammar:

x = AM[Sx]

where:

A = "turn to a certain angle"
M = "move forward a certain length"
S = "scale by a certain amount"
[ and ] = recursive "push" and "pop"

So long,
JOhannes.


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From: Spider
Subject: Re: Advanced script, idea/help.
Date: 19 Apr 1999 10:58:28
Message: <371B3560.23A92D83@bahnhof.se>
Johannes Hubert wrote:
> 
> Spider wrote in message <371A0393.9EE2D65E@bahnhof.se>...
> [snip]
> >
> >Anyone get the concept, care to come with ideas?
> 
> Don't know if anyone else said it yet (haven't read all answers), and not to
> dampen your enthusiasm, but just to be of some help:
> 
> I think you are actually simply reinventing L-Systems. What you said could
> be expressed in an L-System grammar:
> 
> x = AM[Sx]
> 
> where:
> 
> A = "turn to a certain angle"
> M = "move forward a certain length"
> S = "scale by a certain amount"
> [ and ] = recursive "push" and "pop"
> 
> So long,
> JOhannes.
Yup, that's the one..
Actually, it's finished and in binaries.scene-files ..
(But I hadn't really this clear view on HOW to do it, only "did" it  so
to say :-)
//Spider
--hating the news-reader


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