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"Greg M. Johnson" <gre### [at] my-dejanewscom> wrote :
>
> My dream, someday, is to figure out a truly procedurally based tree,
> without hundreds of translate and rotate statements.
>
Again, shouldn't Isosurface be able to do this? Some sort of a fractal
growing and spreading thing?
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That's my dream. I'm thinking that it could involve a "fixed" noise3d with
some kind of ingenious formula to make it branch out more as one increases in
Y........
Bill DeWitt wrote:
> "Greg M. Johnson" <gre### [at] my-dejanewscom> wrote :
> >
> > My dream, someday, is to figure out a truly procedurally based tree,
> > without hundreds of translate and rotate statements.
> >
>
> Again, shouldn't Isosurface be able to do this? Some sort of a fractal
> growing and spreading thing?
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Greg M. Johnson <gre### [at] my-dejanewscom> wrote in message
news:38DA2CC0.918E680A@my-dejanews.com...
> That's my dream. I'm thinking that it could involve a "fixed" noise3d with
> some kind of ingenious formula to make it branch out more as one increases
in
> Y........
>
Would using Y be enough? The branches could spread horizontally as well as
vertically and might even bend back towards the ground.
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"Greg M. Johnson" <gre### [at] my-dejanewscom> wrote in message
news:38DA2CC0.918E680A@my-dejanews.com...
> That's my dream. I'm thinking that it could involve a "fixed" noise3d with
> some kind of ingenious formula to make it branch out more as one increases
in
> Y........
>
I have played with that a little, not knowing what I am doing... I get
mostly lumpy fingers on a square pad.
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"Bill DeWitt" <the### [at] earthlinknet> wrote in message
news:38da40da@news.povray.org...
>
> I have played with that a little, not knowing what I am doing... I get
> mostly lumpy fingers on a square pad.
>
You shouldn't hit your keys that hard ... :)
--
Paul Vanukoff
van### [at] primenetcom
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"Greg M. Johnson" <gre### [at] my-dejanewscom> wrote in message
news:38DA2CC0.918E680A@my-dejanews.com...
> That's my dream. I'm thinking that it could involve a "fixed" noise3d with
> some kind of ingenious formula to make it branch out more as one increases
in
> Y........
>
I have been sitting here trying to conceptualize this and I am having a
brain cramp.
I can see a function that divides as it goes up y, but not one that
"branches". Warning ASCII art follows.
I see:
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but not:
\ | |/_
\ |/
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Isn't there a tad too many branches? Also I think some of the thinnest ones are
a bit thick.
Actually I'm more impressed by the vegetation to the left and in the lower
right corner. Is that produced by Tomtree too?
sig.
Tom Aust wrote:
>
> I use this image to show some of the new capabilities of the new
> version of "Tomtree", espescially the twig-ramification.
>
> Greetings
>
> Tom Aust
>
> -------------------------------------------------------------------------------
> [Image]
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Gnarly! as some people used to say. I'm almost more impressed by the overall
scene. The tree seems a bit on the dense side, about how many days does it take
to parse such a thing?
I didn't see anyone ask about leaves to go with it.
Bob
"Tom Aust" <aus### [at] aust-anfertigungende> wrote in message
news:38DA0A7E.5C4A14D8@aust-anfertigungen.de...
| I use this image to show some of the new capabilities of the new
| version of "Tomtree", espescially the twig-ramification.
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Oh, gosh! I love it. It might be a bit dense, as some say here, but it looks
GOOD! Reminds me of that oldie 'shadow of the beast' on Amiga.
Any chance for source?
Simen.
Tom Aust skrev i meldingen <38DA0A7E.5C4A14D8@aust-anfertigungen.de>...
>I use this image to show some of the new capabilities of the new
>version of "Tomtree", espescially the twig-ramification.
>
>Greetings
>
>Tom Aust
>
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Simen Kvaal wrote:
> Any chance for source?
Sure, no problem. http://www.koeln.netsurf.de/~thom.aust/austv2.html
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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