"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "hobBIT" <bla### [at] gmxde> schreef in bericht
> > At the moment, growing is weighted by 4 factors:
> > 1. follow direction of last segment
> > 2. random
> > 3. gravity
> > 4. "up",
> > while the last can be seen as growing towards light. It's easy to add
> > another weight which grows to a given vector, but growing to "light" can
> > be very complex, depending on scene complexity, maybe a path can help out
> > to accomplish this.
> > The starting point and primary growing direction are input parameters.
> > I think about a total replace of the current growing algo, as it always
> > clamps to any object, so hanging ivy is not really possible atm.
> "up" is probably enough for most outdoor cases as "light" can be
> interpreted as the sun but also as the bright sky. Growing indoors however,
> would need a vector, representing a window for instance, or several vectors
> for several vectors, where a "brightness" parameter would additionally bias
> the growth more or less.
> Hanging ivy should be implemented indeed as this happens in real life as
> soon as the branches overtop their support.
the macro works great - several csg objects here - not done yet but the ivy
definitely adds to it - thanks!
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