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I've finished new version of POV-Tree. New features:
- icons for leaf type
- more predefined mesh leaves. Now you have leaves from
one triangle up to 24 triangles.
- custom mesh leaf. You can develop your own mesh leaf in
POV-Ray and then just cut and paste all triangles into POV-Tree.
And it will be used by mesh tree generator.
- added three new examples - maple, willow, linden
- bug fixes
I also included TOMTREEm.inc into distribution. This is modified
TOMTREE macro which works about 6-7 times faster.
Right now you can POV-Tree here:
http://home.covad.net/~gobukhov/povtree1.1.zip
Later on I'll update all my homepages and you'll find it in usual
locations.
If you'll face any problem with POV-Tree please let me know.
Gena.
Post a reply to this message
Attachments:
Download 'examples.jpg' (228 KB)
Preview of image 'examples.jpg'

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Attachments:
Download 'screen1.jpg' (102 KB)
Download 'screen2.jpg' (150 KB)
Preview of image 'screen1.jpg'

Preview of image 'screen2.jpg'

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Damn that looks nice!! Looks almost as good as TreeProfestional!!! Thanks
for working so hard to bring us this great tool!
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Gena Obukhov <obu### [at] mail com> wrote in news:3F0A37B4.F5E6E9D7@mail.com:
> I've finished new version of POV-Tree. New features:
Astonishingly beautiful stuff. Nice work.
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Thomas Lake wrote:
> Damn that looks nice!! Looks almost as good as TreeProfestional!!! Thanks
> for working so hard to bring us this great tool!
Thanks!
It's not so advanced as professional programs
but it doesn't cost you $500 :)
Hopefully with your feedback it will become
better and better.
Gena.
Post a reply to this message
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Love it! Love it! Love it!
I've spent a few hours playing around with POV-Tree, but haven't been able
to move very far past the examples. We've got quite a variety of examples
now, that really wouldn't need modified very much in order to create a
complex scene with several varieties of trees. I have a couple WIP's
involving TomTrees, but I've been too busy with other summer-time activities
to finish them.
With all these varieties of trees, perhaps it's time to install another
512MB in my box... hehe
--
Slash
"Gena Obukhov" <obu### [at] mail com> wrote in message
news:3F0A37B4.F5E6E9D7@mail.com...
> I've finished new version of POV-Tree. New features:
>
> - icons for leaf type
> - more predefined mesh leaves. Now you have leaves from
> one triangle up to 24 triangles.
> - custom mesh leaf. You can develop your own mesh leaf in
> POV-Ray and then just cut and paste all triangles into POV-Tree.
> And it will be used by mesh tree generator.
> - added three new examples - maple, willow, linden
> - bug fixes
>
> I also included TOMTREEm.inc into distribution. This is modified
> TOMTREE macro which works about 6-7 times faster.
>
> Right now you can POV-Tree here:
> http://home.covad.net/~gobukhov/povtree1.1.zip
>
> Later on I'll update all my homepages and you'll find it in usual
> locations.
>
> If you'll face any problem with POV-Tree please let me know.
>
> Gena.
>
>
----------------------------------------------------------------------------
----
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Slashdolt wrote:
> I've spent a few hours playing around with POV-Tree, but haven't been able
> to move very far past the examples.
Usually I spend main time finding out proper random value for branches
distribution (value Randomness on Branch panel). The rest doesn't need
so much time.
I understand that there is a lack of tutorial. I'll try to make it whenever
I have time. I'm also planning to make pictorial tips instead of text tips
(which were just taken from TOMTREE help file). I think it will help
a lot in understanding TOMTREE/POV-Tree functionality.
> We've got quite a variety of examples
> now, that really wouldn't need modified very much in order to create a
> complex scene with several varieties of trees.
Next release will have three more examples - pine, oak and some bushes.
And I'll stop there with examples :)
> I have a couple WIP's
> involving TomTrees, but I've been too busy with other summer-time activities
> to finish them.
Yeh, summertime... it's better to enjoy real trees at this time :)
Gena.
Post a reply to this message
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> Next release will have three more examples - pine, oak and some bushes.
> And I'll stop there with examples :)
You rule!
> Yeh, summertime... it's better to enjoy real trees at this time :)
>
> Gena.
>
In an almost related comment, I was trying to create realistic grass last
winter, and I messed with the textures forever until they got quite dark,
and less green, because that was the way I remembered grass actually
looking. Now that summer is here, I find that grass doesn't look quite like
I had remembered. It's greener.
Just like they say, "The grass is always greener..." Sorry, I couldn't
resist the pun... ;-)
--
Slash
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Gena Obukhov <obu### [at] mail com> escribió en el mensaje de noticias
3F0A37B4.F5E6E9D7@mail.com...
> I've finished new version of POV-Tree. New features:
>
> - icons for leaf type
> - more predefined mesh leaves. Now you have leaves from
> one triangle up to 24 triangles.
> - custom mesh leaf. You can develop your own mesh leaf in
> POV-Ray and then just cut and paste all triangles into POV-Tree.
> And it will be used by mesh tree generator.
> - added three new examples - maple, willow, linden
> - bug fixes
>
> I also included TOMTREEm.inc into distribution. This is modified
> TOMTREE macro which works about 6-7 times faster.
>
> Right now you can POV-Tree here:
> http://home.covad.net/~gobukhov/povtree1.1.zip
>
> Later on I'll update all my homepages and you'll find it in usual
> locations.
Nice job Gena. I've updated the mirror of your page in
my website. Check it and tell me what I should change
(maybe the source file is the old one)
http://www.txemijendrix.com/povtree.html
> Gena.
Txemi Jendrix
http://www.txemijendrix.com
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Txemi Jendrix wrote:
> Nice job Gena. I've updated the mirror of your page in
> my website. Check it and tell me what I should change
> (maybe the source file is the old one)
> http://www.txemijendrix.com/povtree.html
Thank you! It looks even better than original page :)
http://propro.ru/go/Wshop/tools/tools.html
You can get the latest source files (src1.1.zip) using link
above.
Gena.
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Gena Obukhov escribió en el mensaje de noticias
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
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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
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Gena escribió en el mensaje de noticias 3F0### [at] mail com...
> 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] euskalnet net
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] txemijendrix com from
now on.
> Gena.
Txemi Jendrix
http://www.txemijendrix.com
Post a reply to this message
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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
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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
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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] gmx de (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] euskalnet net
> 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
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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
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"Gena" <obu### [at] mail com> a écrit dans le message de news:
3F1### [at] mail com...
> 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
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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
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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.
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"Gena" <obu### [at] mail com> a écrit dans le message de news:
3F1### [at] mail com...
> 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... :)
It could be an interesting experiment... and a little dangerous! Right now I
don't think that there are so many free tree generators (the one build in
Bryce isn't very good) for popular 3D apps (except POV-Ray) and the Tomtrees
can really be impressive. If you develop a "commercial" export, this is
likely to become a hit with all the good and bad that comes with this sort
of situation...
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
Post a reply to this message
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On Tue, 15 Jul 2003 10:31:10 -0700, Gena <obu### [at] mail com> wrote:
> 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.
>
>
Dear Gena,
if you remember, I asked you this question because I don't want that
commercial programs (3DS MAX, MAYA, ...) could use Tomtree - at least not
for free !
This was and is an opportunity I would reserve for myself or perhaps for
teamwork.
So, I watch and watched such discussions partly(!) with unease.
Nevertheless, I feel that I should overcome my laziness in writing for a
common work.
But, please don't kidnap my Baby !
paranoid greetings
Tom Aust
--
www.aust-manufaktur.de
painting, sculpture, virtual reality
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Tom Aust wrote:
> But, please don't kidnap my Baby !
Sure :)
I won't do anything with it without your permission.
It's growing and in a good health :)
Gena.
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