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I have been working on a macro that creates a tree. My goal is
photo-realism, so I appreciate your comments and suggestions. The tree is
modeled entirely in POV using recursive macros. I've attached a few of the
recent results.
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Attachments:
Download 'tree13-10-24s.jpg' (133 KB)
Preview of image 'tree13-10-24s.jpg'
![tree13-10-24s.jpg](/povray.binaries.images/attachment/%3Cweb.453e14294c9be8da5618b8990%40news.povray.org%3E/tree13-10-24s.jpg?ttop=443866&toff=4150&preview=1)
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....
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Attachments:
Download 'tree v13-ds.jpg' (71 KB)
Preview of image 'tree v13-ds.jpg'
![tree v13-ds.jpg](/povray.binaries.images/attachment/%3Cweb.453e162cde2c77c45618b8990%40news.povray.org%3E/tree%20v13-ds.jpg?ttop=443866&toff=4150&preview=1)
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The fading of the bark adds a lot. The leaves look too flat to me, but that
is only on a close examination. The same with the bark on the trunk - it is
a little flat. Still, on first glance it was much better than any other
recursive tree I've ever seen. Same on the second and third look, too. Nice
work.
-s
5TF!
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"Neddahk" <Ned### [at] hotmail com> wrote:
> I have been working on a macro that creates a tree. My goal is
> photo-realism, so I appreciate your comments and suggestions. The tree is
> modeled entirely in POV using recursive macros. I've attached a few of the
> recent results.
Wow, they're very good. I like how so many POV-artists do it themselves,
even when similar things have already been developed, because there are
always advantages starting fresh. It's great to have so many technically
savvy artists!
Hmm, photo-realism from what distance? Up close can be a demading challenge
indeed.
The falling leaves in both images are an especially nice touch. The
large-trunk brown bark texture is very real-looking to me, and the leaves
are attached to the branches. The overall trunk looks realistically curved
and curled in both images.
Criticism: (w/grain of salt, please)
The last level of twiggy recursion isn't quite fine enough, to my eye; it
seems like it should look busier and noisier around the tree margins. The
light branch and twig texture seems a little too bare, but that may be
realistic. The texture transition doesn't show peeling-up bark like a
sycamore or such tree has.
Overall, though, my only major criticism is that the branch and twig
sections are too straight. Add more small-scale wiggles and irregularity if
you can.
Oh, also- not that it affects the tree realism- but the ground doesn't show
any shadow that I can see. ??
Very good job. Keep it up!
-Stefan Sittler
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>The tree is
>modeled entirely in POV using recursive macros. I've attached a few of the
>recent results.
Very impressive. I've started on a project such as this a few times, but I always get
a headache
from the complexity and stop.
I'd love to see the method to your madness. Are you planning to post the code?
Kyle
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Ooh - lovely.
How long did it take to parse and render? And what are your machines specs?
And... are you going to post the code?
--
-Nekar Xenos
"The truth is out there"
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Thanks for all your generous input! I'd like to implement some of the
changes you suggested and get my code cleaned up before I post it.
"Nekar" <ger### [at] rpmmag co za> wrote:
> Ooh - lovely.
>
> How long did it take to parse and render? And what are your machines specs?
> And... are you going to post the code?
I render on a 2 Ghz PC; to get a tree with decent enough complexity it
usually takes about 2-3 minutes to parse and then renders at around 300 -
500 pixels per second.
(btw, I didn't actually bother to make an object for the ground other than
the leaves, so there's no shadow.)
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"Neddahk" <Ned### [at] hotmail com> wrote:
> I have been working on a macro that creates a tree. My goal is
> photo-realism, so I appreciate your comments and suggestions. The tree is
> modeled entirely in POV using recursive macros. I've attached a few of the
> recent results.
VERY impressive! And very timely and inspiring (for me): I'm currently
working on a similar idea, using isosurfaces...to get real bark detail
mostly, but also to "bend" the trunk and make it "bumpy", and to create a
lower trunk shape that mimics the way the roots spread out. Will post an
example soon.
Haven't yet thought about branches--which your macros do a *beautiful* job
with. Congratulations on your excellent code design! Like others, I would
very much like to see it. Please post when ready. :-)
Ken W.
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"Kenneth" <kdw### [at] earthlink net> schreef in bericht
news:web.454031c1de2c77c4870dc4da0@news.povray.org...
>
> VERY impressive! And very timely and inspiring (for me): I'm currently
> working on a similar idea, using isosurfaces...to get real bark detail
> mostly, but also to "bend" the trunk and make it "bumpy", and to create a
> lower trunk shape that mimics the way the roots spread out. Will post an
> example soon.
>
I am curious about this: Isn't your render time very slow for an isosurface
tree? And what about planting a forest with them?
> Haven't yet thought about branches--which your macros do a *beautiful* job
> with. Congratulations on your excellent code design! Like others, I would
> very much like to see it. Please post when ready. :-)
>
I agree!!
Thomas
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Thomas de Groot nous apporta ses lumieres en ce 26/10/2006 03:22:
> "Kenneth" <kdw### [at] earthlink net> schreef in bericht
> news:web.454031c1de2c77c4870dc4da0@news.povray.org...
>> VERY impressive! And very timely and inspiring (for me): I'm currently
>> working on a similar idea, using isosurfaces...to get real bark detail
>> mostly, but also to "bend" the trunk and make it "bumpy", and to create a
>> lower trunk shape that mimics the way the roots spread out. Will post an
>> example soon.
> I am curious about this: Isn't your render time very slow for an isosurface
> tree? And what about planting a forest with them?
>> Haven't yet thought about branches--which your macros do a *beautiful* job
>> with. Congratulations on your excellent code design! Like others, I would
>> very much like to see it. Please post when ready. :-)
> I agree!!
> Thomas
When you have very detailled trees, you only use 1 or 2, maybe 3. For the
background trees, it's usualy beter to use mesh trees.
Not all isosurfaces are very slow. It depend on it's complexity and gradiant.
--
Alain
-------------------------------------------------
How do you tell when you're out of invisible ink?
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