POV-Ray : Newsgroups : povray.binaries.images : Macro Trees :-) Server Time
3 Oct 2024 17:15:05 EDT (-0400)
  Macro Trees :-) (Message 1 to 10 of 13)  
Goto Latest 10 Messages Next 3 Messages >>>
From: Larry Fontaine
Subject: Macro Trees :-)
Date: 10 Oct 1999 00:22:02
Message: <380014AA.5DA7237C@isd.net>
I'm working on a blob-tree-generating macro. I'm surprised I was
actually able to write the basic shell in so little time! It has the
same number of limbs branching off at each joint. You can specify the
recursion level, the angle offset of a limb from its parent, the number
of branches at each joint, the extent of randomization for the end
vertex of each limb, the ammount of "bumpiness" on the limbs, the ratio
of the radius for child limbs, the ratio of the length for child limbs,
the ratio of the  diameters at the start and end of a limb "cone value",
the number of components in each limb, the start-coords and end-coords
of the the trunk, and the starting seed values. With no randomization
settings, the child limbs would be evnly rotated, ie, if the parent limb
sticks straight up, then at 3 children the child limbs would point to
12:00, 4:00 and 8:00, 120 degrees apart on y-rotation. All of these are
then rotated by a random amount, regardless of rand. values sent, but
stay evenly spaced, ie they may end up pointing to 3:00, 7:00 and 11:00.
I would like to implement random curviness in the limbs (you may have
seen my post in general) and, of course, leaves and possibly roots. It
would also be nice if I could avoid branch intersection, but I think
that may be a tad too difficult.
This particular tree is 4 levels, 4 braches, 0.6 "cone value", 0.6 on
both ratios, 50 degrees from parent, 0.4 end-position-randomness, 20
components per limb, 0.3 bumpiness, 0.3 trunk radius, and 0 for all
seeds.

------
DAF


Post a reply to this message


Attachments:
Download 'tree1.jpg' (32 KB)

Preview of image 'tree1.jpg'
tree1.jpg


 

From: Ross Litscher
Subject: Re: Macro Trees :-)
Date: 10 Oct 1999 00:47:46
Message: <38001a72@news.povray.org>
aS someone mentioned sUPertit in rEfeRence to the image of some recursive
ball thingie posteD recently, somethIng much more vuLgar and sexually
disturbing comes to minD. but alas, i need to keep a gOod reputation around
here so I won't say anything.


Post a reply to this message

From: Bob Hughes
Subject: Re: Macro Trees :-)
Date: 10 Oct 1999 01:44:14
Message: <380027ae@news.povray.org>
You trying to say he should have added a texture option in there?  Anyway
typing in code is not a good disguise  B^}

Bob


Post a reply to this message

From: TonyB
Subject: Re: Macro Trees :-)
Date: 10 Oct 1999 10:05:00
Message: <38009d0c@news.povray.org>
www.shhh.com Thank you...


Post a reply to this message

From: Larry Fontaine
Subject: Re: Macro Trees :-)
Date: 10 Oct 1999 13:20:47
Message: <3800CB38.FB90B459@isd.net>
#declare Reputation[Ross] = Reputation[Ross] * 0;

Ross Litscher wrote:

> aS someone mentioned sUPertit in rEfeRence to the image of some recursive
> ball thingie posteD recently, somethIng much more vuLgar and sexually
> disturbing comes to minD. but alas, i need to keep a gOod reputation around
> here so I won't say anything.


Post a reply to this message

From: Ken Matassa
Subject: Re: Macro Trees :-)
Date: 10 Oct 1999 15:04:46
Message: <3800E4DE.485F@pacbell.net>
Has a distinctly coral fell to it.

Ken Matassa


Post a reply to this message

From: Steve
Subject: Re: Macro Trees :-)
Date: 11 Oct 1999 07:05:36
Message: <38012F69.3C407597@ndirect.co.uk>
Larry

This has already been done.  Check Giles Trand's tree macro
on his web site The Book Of Beginnings, I don't have the
URL, but it'll be on Ken's page. 


-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjeln/

or  http://start.at/zero-pps


Post a reply to this message

From: Josh English
Subject: Re: Macro Trees :-)
Date: 11 Oct 1999 12:05:50
Message: <38020ADC.85A705B@spiritone.com>
Good work. I'm sure you can see that even with the randomness it is not
enough. Smaller parts of the tree are still too similar to the whole. There
needs to be more randomness in the lengths and diameters of each branch, and
then you get the very fun job of putting leaves on the whole thing.

I'm sure you will get a more realistic texture on it as well. I've been
playing with recursive macros for a while, but I haven't got the hang of them
myself.

Don't be detracted by people saying that Gilles has made the ultimate tree
macro (Well, he has, in my opinion) but the purpose is to do it yourself,
right?

Keep up the good work.

Josh English
eng### [at] spiritonecom
icq 1946299
"Stress is when you wake up screaming and realize you haven't fallen asleep
yet."

Larry Fontaine wrote:

> I'm working on a blob-tree-generating macro. I'm surprised I was
> actually able to write the basic shell in so little time! It has the
> same number of limbs branching off at each joint. You can specify the
> recursion level, the angle offset of a limb from its parent, the number
> of branches at each joint, the extent of randomization for the end
> vertex of each limb, the ammount of "bumpiness" on the limbs, the ratio
> of the radius for child limbs, the ratio of the length for child limbs,
> the ratio of the  diameters at the start and end of a limb "cone value",
> the number of components in each limb, the start-coords and end-coords
> of the the trunk, and the starting seed values. With no randomization
> settings, the child limbs would be evnly rotated, ie, if the parent limb
> sticks straight up, then at 3 children the child limbs would point to
> 12:00, 4:00 and 8:00, 120 degrees apart on y-rotation. All of these are
> then rotated by a random amount, regardless of rand. values sent, but
> stay evenly spaced, ie they may end up pointing to 3:00, 7:00 and 11:00.
> I would like to implement random curviness in the limbs (you may have
> seen my post in general) and, of course, leaves and possibly roots. It
> would also be nice if I could avoid branch intersection, but I think
> that may be a tad too difficult.
> This particular tree is 4 levels, 4 braches, 0.6 "cone value", 0.6 on
> both ratios, 50 degrees from parent, 0.4 end-position-randomness, 20
> components per limb, 0.3 bumpiness, 0.3 trunk radius, and 0 for all
> seeds.
>
> ------
> DAF
>
>   ------------------------------------------------------------------------
>  [Image]


Post a reply to this message

From: Remco de Korte
Subject: Re: Macro Trees :-)
Date: 11 Oct 1999 16:05:58
Message: <38024355.DA5EC5A1@xs4all.nl>
Steve wrote:
> 
> Larry
> 
> This has already been done.  

So?
Gilles is not the only one who's allowed to have fun, is he? 
;)

Check Giles Trand's tree macro
> on his web site The Book Of Beginnings, I don't have the
> URL, but it'll be on Ken's page.
> 
> --
> Cheers
> Steve              email mailto:sjl### [at] ndirectcouk
> 

Tree macro's can be fun to make and are a very good learning subject.

Remco


Post a reply to this message

From: Remco de Korte
Subject: Re: Macro Trees :-)
Date: 11 Oct 1999 16:09:30
Message: <38024428.CD4E8D5F@xs4all.nl>
Josh English wrote:
> 
> Good work. I'm sure you can see that even with the randomness it is not
> enough. Smaller parts of the tree are still too similar to the whole. There
> needs to be more randomness in the lengths and diameters of each branch, and
> then you get the very fun job of putting leaves on the whole thing.
> 
> I'm sure you will get a more realistic texture on it as well. I've been
> playing with recursive macros for a while, but I haven't got the hang of them
> myself.
> 
> Don't be detracted by people saying that Gilles has made the ultimate tree
> macro (Well, he has, in my opinion) but the purpose is to do it yourself,
> right?
> 
> Keep up the good work.
> 
> Josh English
> eng### [at] spiritonecom
> icq 1946299
> "Stress is when you wake up screaming and realize you haven't fallen asleep
> yet."
> 

I have tried Gilles tree macro and it _is_ fabulous.
About blob trees I wonder: what'll happen if you have branches crossing?
Obviously they'll blob together. I've tried to make a macro based on a principle
that should avoid this: work from the outside inwards. It was a lot of work to
get it right and it needs a lot of parsing time but when you finally see the
tree it doesn't make any difference. Still, it was fun to do. 

Everyone should/could make his or her own tree.

Cheers,

Remco


Post a reply to this message

Goto Latest 10 Messages Next 3 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.