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26 Sep 2024 17:44:56 EDT (-0400)
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From: Rune
Subject: Re: Palm trees from primatives
Date: 7 Feb 2002 05:47:53
Message: <3c625b59$1@news.povray.org>
"Wanderer On The Road" wrote:
> Ok, I was wondering if there was a reasonably easy
> way to make palm trees (well specifally the leaves)
> from povray primatives with csg, blobs or whatever.

There are many ways to do it. How about bicubic patches, using one for each
leave. They could be image_mapped using UV-mapping.

(BTW, I find this question advanced enough for this group.)

Rune
--
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Rune's World:    http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Andrew Cocker
Subject: Re: Palm trees from primatives
Date: 7 Feb 2002 08:08:27
Message: <3c627c4b$1@news.povray.org>
Search for the TomTree include file... it makes extremely realistic Palm
Trees.
See my post 'Palms' from 4th April 2001 in p.b.i

All the best,

Andy Cocker

"Wanderer On The Road" <non### [at] fakeaddresscom> wrote in message
news:3c620e5c@news.povray.org...
> Ok, I was wondering if there was a reasonably easy way to make palm trees
> (well specifally the leaves) from povray primatives with csg, blobs or
> whatever. Basically I want to hand code everything in the scene that I can
> and am stuck on the palm leaves. Anyone have any ideas?
>
>


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From: bob h
Subject: Re: Palm trees from primatives
Date: 7 Feb 2002 11:15:48
Message: <3c62a834@news.povray.org>
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3c625b59$1@news.povray.org...
>
> (BTW, I find this question advanced enough for this group.)

All in the perspective.  As you may have noticed I could figure it as both
simple or complex, like many things.
I made a palm tree rendering this morning to try it out using sphere
sections and spline() and sphere_sweep.  I could do plenty more fixing on
it.
I'll post it at p.b.i., mainly because everyone else is posting all kinds of
great stuff and I'm falling so far behind lately.  Got to prevent this crazy
rat race feeling somehow  ;-)

bob h


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From: Warp
Subject: Re: Palm trees from primatives
Date: 7 Feb 2002 12:22:00
Message: <3c62b7b8@news.povray.org>
Wanderer On The Road <non### [at] fakeaddresscom> wrote:
: primatives

  This word again... :)

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Grey Knight
Subject: Re: Palm trees from primatives
Date: 7 Feb 2002 15:29:20
Message: <3C62E398.4349B287@namtar.qub.ac.uk>
bob h wrote:
> 
> ...
> I'll post it at p.b.i., mainly because everyone else is posting all kinds of
> great stuff and I'm falling so far behind lately.  Got to prevent this crazy
> rat race feeling somehow  ;-)
> 
> bob h

Heh, I just did the same thing. I'm gonna post my IRTC WIP when I get
this next character model fixed.

-- 
signature{
  "Grey Knight" contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://digilander.iol.it/jrgpov" }
}


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From: John VanSickle
Subject: Re: Palm trees from primatives
Date: 7 Feb 2002 16:12:54
Message: <3C62EF32.86FD56C3@hotmail.com>
If the palm trees have to look good, figure out some code to generate
meshes (you don't want to do them by hand!)  The benefit of this is
that you can generate a few of these, and then copy them many times
very cheaply (memory-wize).

If the palm trees don't have to look good, use simple csg for the trunk,
and then paint some polygons with an image_map of a palm frond, and
use that for the foilage.

Regards,
John
-- 
ICQ: 46085459


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From: Wanderer On The Road
Subject: Re: Palm trees from primatives
Date: 8 Feb 2002 21:39:06
Message: <3c648bca@news.povray.org>
"bob h" <omn### [at] charternet> wrote in message
news:3c623df3@news.povray.org...
> "Wanderer On The Road" <non### [at] fakeaddresscom> wrote in message
> news:3c620e5c@news.povray.org...
> Not one of the more particularly "advanced" questions seen in this group.

Yeah well, I wasn't seeing an easy way to do it.

> Sure, CSG of spheres or cylinders in a #while loop could make palm fronds.
> Just clip a section out then transform into place along a spine which
could
> also be simply a section of sphere or cylinder.  Depends on how near you
> expect to be looking at it but if from far enough away it wouldn't matter
> how thin the parts are.
> The most difficulty (but not too much so) would be aligning the individual
> leaf segments along the spine.  They are most always ellipses and not
> perfect circled curve segments.  Scaling would go the same way.

Interesting. I've tried to do some stuff with #while and failed. Before and
I'm interestid in this spline() function in 3.5 I'm assuming that it's
documented. Any good tutorials for that sort of thing? Oh and if it makes
any difference this will be appear in a painting with in the scene.


--
Wanderer On The Road
     Many religions are the story of man trying to reach out to God
     Christianity is the story of God trying to reach out to man.


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From: bob h
Subject: Re: Palm trees from primatives
Date: 8 Feb 2002 22:08:43
Message: <3c6492bb@news.povray.org>
"Wanderer On The Road" <non### [at] fakeaddresscom> wrote in message
news:3c648bca@news.povray.org...
>
> Interesting. I've tried to do some stuff with #while and failed. Before
and
> I'm interestid in this spline() function in 3.5 I'm assuming that it's
> documented. Any good tutorials for that sort of thing? Oh and if it makes
> any difference this will be appear in a painting with in the scene.

You are going to model something that will be 2D?  Or were you going to use
a ready-made photo?  If the latter, image_map is all you'd need.

Yes, in the beta of 3.5 and MegaPOV, both have splines.  It isn't very
difficult to use at all.  Just a list of points (vectors) with a time value
attached to each, then when you run a variable through it via clock or loop
it increments according to that.  Interpolating a series of vectors called
by MySpline(Time) for example which in reality is <1,2,3> format as
recognized by the keyword you apply it with, i.e. translate MySpline(Move)
[those words being whatever you declare them to be, of course].  Move would
be the clock or loop variable.

See section 6.1.9 of the v3.5 docs.
I thought that was available online separately but I fail to find it now.

Check out the creators (I think he is anyway) tutorial on it:
http://pandora.inf.uni-jena.de/p/e/noo/povsp/use.html

bob h


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From: Wanderer On The Road
Subject: Re: Palm trees from primatives
Date: 11 Feb 2002 22:30:01
Message: <3c688c39@news.povray.org>
"bob h" <omn### [at] charternet> wrote in message
news:3c6492bb@news.povray.org...
> "Wanderer On The Road" <non### [at] fakeaddresscom> wrote in message
> news:3c648bca@news.povray.org...
> >
> > Interesting. I've tried to do some stuff with #while and failed. Before
> and
> > I'm interestid in this spline() function in 3.5 I'm assuming that it's
> > documented. Any good tutorials for that sort of thing? Oh and if it
makes
> > any difference this will be appear in a painting with in the scene.
>
> You are going to model something that will be 2D?  Or were you going to
use
> a ready-made photo?  If the latter, image_map is all you'd need.

Modeling something that will be 2D-ish. See my plan is to make a scene that
will then be image_mapped on to an object (in this case a painter's canvas).


> Yes, in the beta of 3.5 and MegaPOV, both have splines.  It isn't very
> difficult to use at all.  Just a list of points (vectors) with a time
value
> attached to each, then when you run a variable through it via clock or
loop
> it increments according to that.  Interpolating a series of vectors called
> by MySpline(Time) for example which in reality is <1,2,3> format as
> recognized by the keyword you apply it with, i.e. translate MySpline(Move)
> [those words being whatever you declare them to be, of course].  Move
would
> be the clock or loop variable.

hrm.... Any good tutorials on how to use #while?

> See section 6.1.9 of the v3.5 docs.
> I thought that was available online separately but I fail to find it now.

Thanks. I'll look into it.

> Check out the creators (I think he is anyway) tutorial on it:
> http://pandora.inf.uni-jena.de/p/e/noo/povsp/use.html

Much thanks.


--
Wanderer On The Road
     Many religions are the story of man trying to reach out to God
     Christianity is the story of God trying to reach out to man.


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From: bob h
Subject: Re: Palm trees from primatives
Date: 12 Feb 2002 03:33:59
Message: <3c68d377$1@news.povray.org>
"Wanderer On The Road" <non### [at] fakeaddresscom> wrote in message
news:3c688c39@news.povray.org...
>
> Modeling something that will be 2D-ish. See my plan is to make a scene
that
> will then be image_mapped on to an object (in this case a painter's
canvas).
>
> hrm.... Any good tutorials on how to use #while?

http://www.students.tut.fi/~warp/povVFAQ/whileloops.html

That should do nicely if you can be a little technical about it, since Warp
can often be I know :-)

Yeah, the render within a render can be pretty neat, as many online
galleries can attest to.

bob h


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