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Tom Melly wrote:
>
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of making
> trees that didn't eat up memory. Managed it by combining meshes and cylinders
> and adapting quality depending on distance.
>
Although neither the mountains nor the trees are extremely realistic it
looks somehow beautiful, concerning the trees, if you make only about 5-10
different ones each as one mesh and place multiple instances this will
save a lot of memory, even if you don't reduce detail for the more distant
ones. In addition grouping the trees into several unions would can also
speed up the render a lot.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Even a small indent would go along way. I would not worry about being exact.
IMHO
--
Regards,
C.J. POV User
PRSG
http://hyperion.spaceports.com/~povstudy/
hou### [at] yahoo com
Tom Melly <tom### [at] tomandlu co uk> wrote in message
news:3c4d87d9$1@news.povray.org...
> "CJ" <hou### [at] yahoo com> wrote in message
> news:3c4d7679@news.povray.org...
> > very nice Tom, but shouldn't the snow near the base of the tree be lower
> > than that in the open? (because the snow collecting on the branches.)
> >
>
> I'm working on it, I'm working on it. ;) - well actually, I was thinking
more
> that there should be a small indented cone at the base of each tree since,
iirc,
> you get some melting close to the trunk - I'm not sure how much general
indent
> there would be, what with drifting and so on.
>
>
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Tom Melly wrote:
>
> WIP 4 IRTC
Mikey likes it!
> Now with traced trees - 20,000 of them. Took me a while to find a way of making
> trees that didn't eat up memory. Managed it by combining meshes and cylinders
> and adapting quality depending on distance.
The short trees look a bit squashed; did you use the same object as for
the large ones?
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
The one with //TM at the end is Tom Melly's.
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://digilander.iol.it/jrgpov" }
}
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