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This is based on the Pythagoras tree. I used a triangular prism as the base, but
tapered the top so each iteration an equal volume would be added (rather than
triple). I added coloring to make it resemble a real tree. Do you think this
would look good on a fractal landscape next to an infinitely long coastline?
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Preview of image 'tree.gif'
![tree.gif](/povray.binaries.images/attachment/%3Cweb.47ad3524caf1e5859c37dbc40%40news.povray.org%3E/tree.gif?ttop=443866&toff=3400&preview=1)
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Archpawn wrote:
> Do you think this
> would look good on a fractal landscape next to an infinitely long coastline?
The trunk could be a bit longer, but overall I would say that this we
have a winner. :-)
(You have one week to crank out that infinite coastline and enter it
into this month's TC-RTC!)
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
Just what do you think you're doing, Dave?
-- HAL 9000
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Hey, cool.
I love fractals, and all things iterative.
Sponges, gaskets, automata, and strange topology.
May I add your source code to my pov-fractal collection? ;-)
Thanks,
Ian
"Archpawn" <nomail@nomail> wrote in message
news:web.47ad3524caf1e5859c37dbc40@news.povray.org...
> This is based on the Pythagoras tree. I used a triangular prism as the
> base, but
> tapered the top so each iteration an equal volume would be added (rather
> than
> triple). I added coloring to make it resemble a real tree. Do you think
> this
> would look good on a fractal landscape next to an infinitely long
> coastline?
>
Post a reply to this message
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Archpawn wrote:
> This is based on the Pythagoras tree. I used a triangular prism as the base, but
> tapered the top so each iteration an equal volume would be added (rather than
> triple). I added coloring to make it resemble a real tree. Do you think this
> would look good on a fractal landscape next to an infinitely long coastline?
>
>
> ------------------------------------------------------------------------
>
Great idea for a stylized effect. Almost reminds me of illuminated
manuscripts.
I wonder if there is a way to texture the wood components, perhaps with
transparent areas to the pigment, that would maintain the fractal
generated feel, but read a little more convincingly as branches.
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William Tracy <wtr### [at] calpoly edu> wrote:
> The trunk could be a bit longer, but overall I would say that this we
> have a winner. :-)
Thanks. The branches apparently go lower than the bottom of the trunk. There are
two ways to fix it: lengthen the trunk, and make the iterations scale down
faster. The problem with the first is it seems too inelegant. The problem with
the second is at the current scale, exactly the same amount of volume is added
each iteration, so it would seem wrong to change how much it scales. I'll
probable go with the first if I actually put it on a landscape, and make it
infinitely long.
> (You have one week to crank out that infinite coastline and enter it
> into this month's TC-RTC!)
How would I have a fractal landscape (with visible triangles so you could tell
it was a fractal landscape) and an infinitely long coastline? I suppose I could
make the border of the ocean slightly above the actual floor and have
no_shadows, so you can't quite tell. Is there any way I could make it so you
can see the ocean through the ground so I don't have to bother making the ocean
a little above?
"[GDS|Entropy]" <gds### [at] hotmail com> wrote:
> May I add your source code to my pov-fractal collection? ;-)
Go ahead. If you post the source, attribute that part to me, but don't bother
with pictures. Should I put it on the POV-Ray Object Collection?
Jim Charter <jrc### [at] msn com> wrote:
> I wonder if there is a way to texture the wood components, perhaps with
> transparent areas to the pigment, that would maintain the fractal
> generated feel, but read a little more convincingly as branches.
If I did that, I'd also have to make a texture for leaves that are shaped like
branches. There's no actual border between the branches and leaves. If you look
closely, the smaller branches start to get a little green.
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> Archpawn wrote:
>> Do you think this
>> would look good on a fractal landscape next to an infinitely long
>> coastline?
>
> The trunk could be a bit longer, but overall I would say that this we
> have a winner. :-)
>
> (You have one week to crank out that infinite coastline and enter it
> into this month's TC-RTC!)
What's this TC-RTC thing you keep mentioning? IRTC2?
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Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
> What's this TC-RTC thing you keep mentioning? IRTC2?
http://www.tc-rtc.co.uk/
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:-D
Cool! Where might one find the source?
Hmm...I wonder what that tree would look like made of glass with photons
turned on. <grins devilishly>
Thanks,
Ian
"Archpawn" <nomail@nomail> wrote in message
news:web.47ae4dd96badefdd9c37dbc40@news.povray.org...
> "[GDS|Entropy]" <gds### [at] hotmail com> wrote:
>> May I add your source code to my pov-fractal collection? ;-)
> Go ahead. If you post the source, attribute that part to me, but don't
> bother
> with pictures. Should I put it on the POV-Ray Object Collection?
>
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Duh...didn't see that attachment there lol!!
"[GDS|Entropy]" <gds### [at] hotmail com> wrote in message
news:47ae915f$1@news.povray.org...
> :-D
>
> Cool! Where might one find the source?
>
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Archpawn wrote:
> How would I have a fractal landscape (with visible triangles so you could tell
> it was a fractal landscape) and an infinitely long coastline? I suppose I could
> make the border of the ocean slightly above the actual floor and have
> no_shadows, so you can't quite tell. Is there any way I could make it so you
> can see the ocean through the ground so I don't have to bother making the ocean
> a little above?
I don't entirely follow how you're implementing the landscape fractal.
In a pinch, you could make the land and sea one object, and use a
texture map to give the water a shiny blue texture. I'm not sure if that
helps you at all.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
[Earth] is the largest planet in the world.
-- Wikipedia
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