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Tree macros again... I wanted to clean up the "gnarled tree" macro I
posted some months ago and of course I ended up rewriting the whole
thing. So there's a brand new version (with unfortunately a whole bunch
of new parameters ; and a leaf macro too). I'll post it in
binaries.scene-files in a few days, when I have more nice trees to show,
cleaner code and working examples of parameters. Here is one sample of
NO artistic value whatsoever, but at least it looks like a tree. Parsing
time is reasonable (72 sec on a Pentium Pro 200, 64 MB RAM, WinNT).
Gilles Tran
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Attachments:
Download 'newtree1a.jpg' (84 KB)
Preview of image 'newtree1a.jpg'
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I believe this is the most realistic tree I've seen, bar the real ones.
What's the object count?
Margus
Gilles Tran wrote in message <36F692C4.EAF9C92B@inapg.inra.fr>...
>Tree macros again... I wanted to clean up the "gnarled tree" macro I
>posted some months ago and of course I ended up rewriting the whole
>thing. So there's a brand new version (with unfortunately a whole bunch
>of new parameters ; and a leaf macro too). I'll post it in
>binaries.scene-files in a few days, when I have more nice trees to show,
>cleaner code and working examples of parameters. Here is one sample of
>NO artistic value whatsoever, but at least it looks like a tree. Parsing
>time is reasonable (72 sec on a Pentium Pro 200, 64 MB RAM, WinNT).
>
>Gilles Tran
>
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That is an excelent tree. Please give us render stats. Is there a lot of
random stuff in the code, or is this the result of carefully chosen
parameters?
Suggestion: make it output the results into an include file, so as to not have
to reparse and calculate things again. (Unless you are already doing this.)
Post a reply to this message
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Gilles Tran schrieb in Nachricht <36F692C4.EAF9C92B@inapg.inra.fr>...
>Here is one sample of
>NO artistic value whatsoever, but at least it looks like a tree. Parsing
>time is reasonable (72 sec on a Pentium Pro 200, 64 MB RAM, WinNT).
>
>Gilles Tran
This is the most realistic POV-Tree I've ever seen. It looks very good (and
I don't say this just because I'm a fan of yours ;-)
--
Rudy Velthuis
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ok, great :-)
if you deal the source, I'll probably make an .inc creator from it(unless your
macro does that...) so I don't have to parse every time. a good work.
Gilles Tran wrote:
>
> Tree macros again... I wanted to clean up the "gnarled tree" macro I
> posted some months ago and of course I ended up rewriting the whole
> thing. So there's a brand new version (with unfortunately a whole bunch
> of new parameters ; and a leaf macro too). I'll post it in
> binaries.scene-files in a few days, when I have more nice trees to show,
> cleaner code and working examples of parameters. Here is one sample of
> NO artistic value whatsoever, but at least it looks like a tree. Parsing
> time is reasonable (72 sec on a Pentium Pro 200, 64 MB RAM, WinNT).
>
> Gilles Tran
>
> --------------------------------------------------------------------------------
> [Image]
--
//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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I am really forward to try your macro when you release it.
> Tree macros again... I wanted to clean up the "gnarled tree" macro I
> posted some months ago and of course I ended up rewriting the whole
> thing. So there's a brand new version (with unfortunately a whole bunch
> of new parameters ; and a leaf macro too). I'll post it in
> binaries.scene-files in a few days, when I have more nice trees to show,
> cleaner code and working examples of parameters. Here is one sample of
> NO artistic value whatsoever, but at least it looks like a tree. Parsing
> time is reasonable (72 sec on a Pentium Pro 200, 64 MB RAM, WinNT).
>
> Gilles Tran
>
> ------------------------------------------------------------------------
> [Image]
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Gilles Tran wrote:
> Tree macros again... I wanted to clean up the "gnarled tree" macro I
> posted some months ago and of course I ended up rewriting the whole
> thing. So there's a brand new version (with unfortunately a whole bunch
> of new parameters ; and a leaf macro too). I'll post it in
> binaries.scene-files in a few days, when I have more nice trees to show,
> cleaner code and working examples of parameters. Here is one sample of
> NO artistic value whatsoever, but at least it looks like a tree.
Very nice!
One thing I am interested in, and something that is absent from all POV trees,
is roots... All POV trees seet to just pop out of the ground.. some kind of
branches at the base to form gnarled roots would make this near perfect!
Love it! Wish I knew some code, so i could fool around with stuff like this
(gotta learn! gotta learn!)
:)
Simon
http://home.istar.ca/~sdevet
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Yes ditto on this!
Anthony Bennett <ben### [at] panamaphoenixnet> wrote in message
news:36F### [at] panamaphoenixnet...
> That is an excelent tree. Please give us render stats. Is there a lot of
> random stuff in the code, or is this the result of carefully chosen
> parameters?
>
> Suggestion: make it output the results into an include file, so as to not
have
> to reparse and calculate things again. (Unless you are already doing
this.)
>
Post a reply to this message
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Simon de Vet wrote:
>
> Gilles Tran wrote:
>
> > Tree macros again... I wanted to clean up the "gnarled tree" macro I
> > posted some months ago and of course I ended up rewriting the whole
> > thing. So there's a brand new version (with unfortunately a whole bunch
> > of new parameters ; and a leaf macro too). I'll post it in
> > binaries.scene-files in a few days, when I have more nice trees to show,
> > cleaner code and working examples of parameters. Here is one sample of
> > NO artistic value whatsoever, but at least it looks like a tree.
>
> Very nice!
>
> One thing I am interested in, and something that is absent from all POV trees,
> is roots... All POV trees seet to just pop out of the ground.. some kind of
> branches at the base to form gnarled roots would make this near perfect!
>
> Love it! Wish I knew some code, so i could fool around with stuff like this
> (gotta learn! gotta learn!)
>
> :)
>
> Simon
> http://home.istar.ca/~sdevet
I woulk have to agree with that. Root bundles are an unconsiouse
but necessary element of trees that makes the recognizable as trees.
The first thing that caught my attention when I first started looking
for prcesses to create organic life forms in Pov was the total absence
of roots on Pov construced trees. You may not say to yourself that tree
ain't got no roots but something troubles away at the back of your
mind saying that tree is wrong some how.
For the record I could careless about an include file output. I make
so many changes to my files that I don't want to write a new file
every time I change one number to evaluate the change. Maybe a flag
to turn on output for the final version but not for every revision.
--
Ken Tyler
mailto://tylereng@pacbell.net
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Simon de Vet schrieb in Nachricht <36F6D6AF.4293CC1A@istar.ca>...
>One thing I am interested in, and something that is absent from all POV
trees,
>is roots... All POV trees seet to just pop out of the ground.. some kind of
>branches at the base to form gnarled roots would make this near perfect!
Govert Zoethout's tree include does include roots. Just look in this NG for
"T" by Govert Zoethout. Or see his website. I have done a translation of
some Dutch terms in the same thread.
http://victorian.fortunecity.com/dada/507/
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