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Okay, here's another question about not using addons.
How do I make relatively realistic looking vegetation WITHOUT using third
party addons?
Rohan _e_ii
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Rohan Bernett wrote:
> Okay, here's another question about not using addons.
>
> How do I make relatively realistic looking vegetation WITHOUT using third
> party addons?
>
> Rohan _e_ii
Gilles Tran has a few options listed on his web site,
http://www.oyonale.com/ressources/english/sources01.htm
--
Your connection failed because: fat electrons in the lines
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Rohan Bernett wrote:
>
> Okay, here's another question about not using addons.
>
> How do I make relatively realistic looking vegetation WITHOUT using third
> party addons?
Most people use recursive functions.
--
Ken Tyler
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In terms of object-modelling:
Many use meshes for leafs, flowers and
such, and CSG (cones, spheres, cylinder)
for stems and trunks.
Making the modelling process very script-based
is kinda difficult I believe. Though you can easily
script several different leafs, petals etc to interpolate
with, actually sticking it all together isn't that easy
if you wish to have very different looking plants.
And I imagine using only POV can result in very
slow object-creation...
---
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
"Rohan Bernett" <rox### [at] yahoocom> schrieb im Newsbeitrag
news:web.3d52080e8d7b1e4bd02c7b870@news.povray.org...
> Okay, here's another question about not using addons.
>
> How do I make relatively realistic looking vegetation WITHOUT using third
> party addons?
>
> Rohan _e_ii
>
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Wasn't it Rohan Bernett who wrote:
>Okay, here's another question about not using addons.
>
>How do I make relatively realistic looking vegetation WITHOUT using third
>party addons?
1. Obtain a third part add on.
2. Look inside it to see how it works.
--
Mike Williams
Gentleman of Leisure
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"Mike Williams" <mik### [at] econymdemoncouk> wrote in message
news:iJb### [at] econymdemoncouk...
> Wasn't it Rohan Bernett who wrote:
> >
> >How do I make relatively realistic looking vegetation WITHOUT using third
> >party addons?
>
> 1. Obtain a third part add on.
> 2. Look inside it to see how it works.
Alternatively, long-distance ESP.
Anything I attempted at this sort of thing myself early on was to use image
mapping :-) and "while looping" slices of primitives with rand(). Without
too much know-how a person can manage some interesting vegetation, even if
not always very realistic.
Who was it that tried the media hedge a while back? That's something I had
toyed with too, because it fills a volume of space pretty well without the
need for complex CSG. Of course it's a pattern-only thing and much less
control. Well, for most people, not some of you. I can't name names but many
here would know what I am talking about.
Texture patterns on small scale or distant simple objects is possible, as
you know, just isn't very versatile in 3D like CSG can be. When I made a
Christmas tree a few years ago it was all just spheres and cones in while
loops with randomized rotations and translations. If it hadn't used so much
memory at parse time and rendering were faster I'd have improved on it since
then. I think it must be meshes used to do anything really intensive, or
anything less memory consuming anyhow. Obviously less ray
intersections/checking could help too, I guess, but the inner workings of a
raytracer aren't something I know about beyond the basic concepts.
Oops, sorry, caught myself babbling on and on.
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"Rohan Bernett" <rox### [at] yahoocom> wrote in message
news:web.3d52080e8d7b1e4bd02c7b870@news.povray.org...
> Okay, here's another question about not using addons.
>
> How do I make relatively realistic looking vegetation WITHOUT using third
> party addons?
>
Has anyone tried isosurfaces for leaves, petals, etc ?
Could be a tad slow in rendering, compared to meshes, I guess, but
there's the flexibility to get some real nice looking foliage with iso's...
--
Pandora/Scott Hill/[::O:M:C::]Scorpion
Software Engineer.
http://www.pandora-software.com
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In article <3d52f212@news.povray.org>,
"Pandora" <pan### [at] pandora-softwarecom> wrote:
> Has anyone tried isosurfaces for leaves, petals, etc ?
> Could be a tad slow in rendering, compared to meshes, I guess, but
> there's the flexibility to get some real nice looking foliage with iso's...
It has been done, a combination of noise and a sphere function can do an
approximation of dense foliage that looks OK from a distance, but it is
slow and is pretty much useless close up.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> In article <3d52f212@news.povray.org>,
> "Pandora" <pan### [at] pandora-softwarecom> wrote:
>
> > Has anyone tried isosurfaces for leaves, petals, etc ?
>
> It has been done, a combination of noise and a sphere function
You misunderstand - I'm thinking individual isosurfaces for the various
individual components of a plant - for the variety of geometry possible with
isos...
See my post "Isosurface vegetation" for more info...
--
Pandora/Scott Hill/[::O:M:C::]Scorpion
Software Engineer.
http://www.pandora-software.com
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Ken wrote:
>
>Rohan Bernett wrote:
>>
>> Okay, here's another question about not using addons.
>>
>> How do I make relatively realistic looking vegetation WITHOUT using third
>> party addons?
>
>Most people use recursive functions.
>
>Ken Tyler
>
I'm no good at writing recursive functions. :-( I've used them a couple of
times in c++ in my uni assignments, but I always find them a pain in the
arse to write.
Okay, enough grumbling, can anyone give me some advice (or better still a
code exaple) on how to make a tree using recursive functions. My best
vaugly recursive attempt at making a tree involved making several objects
of different levels of the tree and adding them at different levels. i.e.
one level with leaves, then one using branches with 3 leaves on them, then
one using 3 branches from the one before and so on. It does look like a
tree, but not very realistic.
Rohan _e_ii
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