POV-Ray : Newsgroups : povray.binaries.images : POV-Tree 1.1 Examples Server Time
12 Aug 2024 23:26:00 EDT (-0400)
  POV-Tree 1.1 Examples (Message 11 to 20 of 23)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 3 Messages >>>
From: Txemi Jendrix
Subject: RE: POV-Tree 1.1 Examples
Date: 10 Jul 2003 15:09:43
Message: <3f0db9f7$1@news.povray.org>

3F0CEFE6.26A94602@mail.com...

> Thank you! It looks even better than original page :)
> http://propro.ru/go/Wshop/tools/tools.html

I thought it was better to give as much information as
possible..., glad you like it.;-)

> You can get the latest source files (src1.1.zip) using link
> above.

Done. I have also updated the page to include the new
source (1.1) and to remove the oldest Povtree version
(1.0b)

> Gena.

Txemi Jendrix
http://www.txemijendrix.com


Post a reply to this message

From: Gena
Subject: Re: POV-Tree 1.1 Examples
Date: 10 Jul 2003 15:24:39
Message: <3F0DBD77.8090103@mail.com>
Txemi Jendrix wrote:

> Done. I have also updated the page to include the new
> source (1.1) and to remove the oldest Povtree version
> (1.0b)

Thank you!
BTW, I sent you a couple e-mails. Is your e-mail
address still valid?

Gena.


Post a reply to this message

From: Txemi Jendrix
Subject: RE: POV-Tree 1.1 Examples
Date: 10 Jul 2003 16:02:04
Message: <3f0dc63c@news.povray.org>

> Thank you!

Nothing. Thank you for share your fantastic work.

> BTW, I sent you a couple e-mails. Is your e-mail
> address still valid?

I have seen the one you have send me today (I just
have arrived from work a while ago and have entered
1st in the newsgroups). I will answer you as I finish
this post.
I'm getting a lot of spam sent to tji### [at] euskalnetnet
I'm really tired about "enlarge your pe**is", or
"hello, I'm the son of the President of...", or "sex
webcam" and all that bullsh*t (I get 30 messages
like those each day and really don't know what to
do about it).
Maybe I deleted one of your posts by error.
Please contact me at tji### [at] txemijendrixcom from
now on.

> Gena.

Txemi Jendrix
http://www.txemijendrix.com


Post a reply to this message

From: fitchn
Subject: Re: POV-Tree 1.1 Examples
Date: 14 Jul 2003 13:05:02
Message: <web.3f12e23345c67e6a397cf110@news.povray.org>
An awesome upgrade to an already powerful program! Keep up the great work!

Gena Obukhov wrote:
>Next release will have three more examples - pine, oak and some bushes.
>And I'll stop there with examples :)

Any idea when these examples might become available (LOTS of pine trees and
oak trees in my area)? Also, have you considered upgrading the program to
take advantage of the mesh2 feature of the newer version of POV-Ray? Again,
keep up the great work!

 - Nick


Post a reply to this message

From: Gena
Subject: Re: POV-Tree 1.1 Examples
Date: 14 Jul 2003 15:48:17
Message: <3F130900.7020006@mail.com>
fitchn wrote:
> An awesome upgrade to an already powerful program! Keep up the great work!

Thanks!

> Any idea when these examples might become available (LOTS of pine trees and
> oak trees in my area)? 

I don't know exactly. For next release I'm going to implement
support for blossom. That will need implementation of blossom
generator and the same stuff for mesh blossom which I did for
leaves in last release - predefined mesh flowers and custom
mesh blossom. That will take some time.

> Also, have you considered upgrading the program to
> take advantage of the mesh2 feature of the newer version of POV-Ray? 

What's the advantage of mesh2? I cannot get it from the doc.
Does it have more compact syntax?

Gena.


Post a reply to this message

From: Tim Nikias v2 0
Subject: Re: POV-Tree 1.1 Examples
Date: 14 Jul 2003 20:45:38
Message: <3f134eb2$1@news.povray.org>
You shouldn't put your email-adress up on display like
that, not on open newsgroups like this one. Since
Google is able to crawl open newsgroups, others might
do so too. There are crawlers out there designed to
hunt for email-adresses. I advise to do as I do on
my website: just plain-text for your email.

tim### [at] gmxde (where the why would have to
get deleted)

An email-crawler wouldn't get that last bit of information.

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights


> > Thank you!
>
> Nothing. Thank you for share your fantastic work.
>
> > BTW, I sent you a couple e-mails. Is your e-mail
> > address still valid?
>
> I have seen the one you have send me today (I just
> have arrived from work a while ago and have entered
> 1st in the newsgroups). I will answer you as I finish
> this post.
> I'm getting a lot of spam sent to tji### [at] euskalnetnet
> I'm really tired about "enlarge your pe**is", or
> "hello, I'm the son of the President of...", or "sex
> webcam" and all that bullsh*t (I get 30 messages
> like those each day and really don't know what to
> do about it).
> Maybe I deleted one of your posts by error.
> Please contact me at  from
> now on.
>
> > Gena.
>
> Txemi Jendrix
> http://www.txemijendrix.com
>
>
>


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.495 / Virus Database: 294 - Release Date: 30.06.2003


Post a reply to this message

From: fitchn
Subject: Re: POV-Tree 1.1 Examples
Date: 15 Jul 2003 11:50:01
Message: <web.3f1421b345c67e6a397cf110@news.povray.org>
Gena wrote:
>What's the advantage of mesh2? I cannot get it from the doc.
>Does it have more compact syntax?
>
>Gena.

Short Answer: Yes, the mesh2 has a signifigantly more compact syntax.

Long Answer:

The basic advantage of the mesh2 syntax is that the properties (including
location, pigiment, normal, finish, etc.) of any common vertices of several
triangles need only be specified once, instead of being re-specified for
each triangle. For example, if you had six triangles intersecting at the
same point, all properties of that point (again, location, pigment, normal,
finish, etc.) would only need to be specified once, instead of six times.
As a result, the file size would be (in this example) one sixth of the
size, and parse six times faster, all while taking up less system memory! A
signifigant increase! The file space, parsing time, and memory saved using
the mesh2 increases dramatically when even more triangles share common
points, and tend to work even better on closed objects as every triangle
has all vertices in common with several other triangles.

The parse time of the mesh2 syntax is also slightly faster than that of the
standard mesh, due to the fact that the mesh2 syntax resembles very closely
the internal 'mechanics' that POV-Ray uses for meshes; as such, less time
is required to convert the format.

A couple of other advantages of the mesh2 syntax are the ability to easily
implement u-v mapping, as well as creating triangles with a different color
at each vertex. Additionally, the mesh2 syntax allows for textures to be
specified within the mesh2 structure, rather than requiring them to be
pre-defined as in the original mesh syntax. These last advantages may not
be very helpful to you since, as far as I can tell, they aren't currently
used in your meshes now anyway. Who knows--maybe you'll find a way to use
them in future releases!



This was probably a little bit more of a response than you had bargained
for, but I figured I may as well put it all out there! Again, keep up the
great work!

 - Nick


Post a reply to this message

From: Gilles Tran
Subject: Re: POV-Tree 1.1 Examples
Date: 15 Jul 2003 12:12:19
Message: <3f1427e3$1@news.povray.org>

3F1### [at] mailcom...
> What's the advantage of mesh2? I cannot get it from the doc.
> Does it have more compact syntax?

Nick's answer is quite exhaustive, but there's also a more hidden advantage
to mesh2 : its syntax is close to the obj format (lists of vertices,
normals, uvs). If you can output to mesh2 you can figure out how to output
to OBJ (I think Rune did something like this). And OBJ, unlike mesh2 which
is POV-only, is a popular 3d format which means that your app could export
to any 3d application out there from Bryce to Maya.

G.

--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


Post a reply to this message

From: Gena
Subject: Re: POV-Tree 1.1 Examples
Date: 15 Jul 2003 13:21:22
Message: <3F143812.7080104@mail.com>
fitchn wrote:

> Short Answer: Yes, the mesh2 has a signifigantly more compact syntax.
> 
> Long Answer:...

Thanks for the answer. First search result for mesh2 on POV-Ray site
was not so helpful as your answer :) Though then I found more
detailed description.

 From implementation point of view mesh2 doesn't
look so obvious. The program should keep in memory several
arrays: vertices, faces etc. For such data intensive program it's
impossible. So another solution could be several passes through the
model - one pass for vertices, one for faces etc. It will take
more time but it won't need so much memory as first approach. And
another solution could be to create several temporary files during
one pass - one file for vertices one for faces and so on. And then
just append those files.

Anyway I'll try to do that in one of the future releases.

Gena.


Post a reply to this message

From: Gena
Subject: Re: POV-Tree 1.1 Examples
Date: 15 Jul 2003 13:31:10
Message: <3F143A5E.2060205@mail.com>
Gilles Tran wrote:

> normals, uvs). If you can output to mesh2 you can figure out how to output
> to OBJ (I think Rune did something like this). And OBJ, unlike mesh2 which
> is POV-only, is a popular 3d format which means that your app could export
> to any 3d application out there from Bryce to Maya.

Tom Aust (who is the author of the tree algorithm used in POV-Tree)
asked me some time ago if it's possible to use the program for
commercial purposes. I think commercial purposes in this case means
ability to export trees in "commercial" formats - DXF, OBJ etc.
Right now it's impossible (at least directly). I believe it should
not be a problem to implement export in one of those "commercial"
formats. I just feel some kind of obligations... :)

Gena.


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 3 Messages >>>

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