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web.4844954f30a3ddbea5d4a01d0@news.povray.org...
> Yet
> Another
> Tree
> Macro
>
Niiice !
That's pretty convincing and a superb add-on for close-up trees!
KUTGW ;-)
Marc
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The best POV-trunk I've ever seen until now!
I'm not an expert but my suggestion is this: on a such tree I'm expect
now to see roots outcropping on the ground...
;-)
Paolo
>Kirk Andrews wrote:
> Yet
> Another
> Tree
> Macro
>
> I've been using POV-Tree and I've tried various other methods, and I just can't
> get a tree with which I'm satisfied for close-ups. So, now I'm trying to make
> my own tree macro, inspired in part from Bill's weathered objects macros. I've
> only been working on the trunk so far, but I'm happy with the results at this
> point.
>
> I'll be working on this for a while, suggestions and pointers from the experts
> are welcome!
>
>
>
>
> ------------------------------------------------------------------------
>
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Kirk Andrews wrote:
> Yet
> Another
> Tree
> Macro
As ever, I stand in awe
John
--
I will be brief but not nearly so brief as Salvador Dali, who gave the
world's shortest speech. He said, "I will be so brief I am already
finished," then he sat down.
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Thanks everyone!
Yes, I'll be working on branches (and roots are on the list, too) as I have
time. When I'm done, I'll post the code.
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Kirk Andrews nous illumina en ce 2008-06-02 20:51 -->
> Yet
> Another
> Tree
> Macro
>
> I've been using POV-Tree and I've tried various other methods, and I just can't
> get a tree with which I'm satisfied for close-ups. So, now I'm trying to make
> my own tree macro, inspired in part from Bill's weathered objects macros. I've
> only been working on the trunk so far, but I'm happy with the results at this
> point.
>
> I'll be working on this for a while, suggestions and pointers from the experts
> are welcome!
>
>
>
>
> ------------------------------------------------------------------------
>
Most excellent! With the current texture, it looks like the old weathered trunk
of a dead tree that is missing all of it's bark.
The lone crack near the middle just add some more realism.
Put a few of those in front, then some more "regular" trees from pov-tree behind.
--
Alain
-------------------------------------------------
Get a new car for your spouse. It'll be a great trade!
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Wowie zowie!! Just incredible, I must say.
Not criticism at all, and perhaps its just me, but the landscape under
it makes the tree look colossal. It would look really neat to perhaps
put some little houses around it or something like that.
--
-The Mildly Infamous Blue Herring
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Ok, here's my problem right now:
My tree and branches are made by following along a spline, placing vertices at a
specified radius in a circle around the spline. In order for the branches to
have a consistent radius, I need the plane on which each circle of vertices
rests to be perpendicular to the the direction of the spline.
I thought that would be simple enough, but I'm having trouble. I've been trying
to use vcross() to get an perpendicular axis to rotate a vector around, but
every time the spline changes direction, the axis will flip and therefore so
does the order of my vertices. The result is an effect similar to twisting a
tube balloon.
Am I making any sense? Any help? Any simple solution that I'm just not seeing?
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"Kirk Andrews" <kir### [at] tektonart com> wrote in message
news:web.48489920de6841fda5d4a01d0@news.povray.org...
> Ok, here's my problem right now:
>
> My tree and branches are made by following along a spline, placing
> vertices at a
> specified radius in a circle around the spline. In order for the branches
> to
> have a consistent radius, I need the plane on which each circle of
> vertices
> rests to be perpendicular to the the direction of the spline.
>
> I thought that would be simple enough, but I'm having trouble. I've been
> trying
> to use vcross() to get an perpendicular axis to rotate a vector around,
> but
> every time the spline changes direction, the axis will flip and therefore
> so
> does the order of my vertices. The result is an effect similar to
> twisting a
> tube balloon.
>
> Am I making any sense? Any help? Any simple solution that I'm just not
> seeing?
Yes. Keep a running note of the vector that you used to start the previous
circular sweep. Then use the VPerp_Adjust function in math.inc to adjust it
so that it is perpendicular to the direction of the spline for the next
step. This avoids suddenly getting a vector that points in completely the
opposite direction and should therefore avoid the irritating twisting
effect.
Regards,
Chris B.
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> Yes. Keep a running note of the vector that you used to start the previous
> circular sweep. Then use the VPerp_Adjust function in math.inc to adjust it
> so that it is perpendicular to the direction of the spline for the next
> step. This avoids suddenly getting a vector that points in completely the
> opposite direction and should therefore avoid the irritating twisting
> effect.
>
> Regards,
> Chris B.
Ah! Thank you. Works great. I didn't think to look in math.inc for more
vector functions.
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"Kirk Andrews" <kir### [at] tektonart com> wrote in message
news:web.484985d0de6841fdb555cae70@news.povray.org...
>> Yes. Keep a running note of the vector that you used to start the
>> previous
>> circular sweep. Then use the VPerp_Adjust function in math.inc to adjust
>> it
>> so that it is perpendicular to the direction of the spline for the next
>> step. This avoids suddenly getting a vector that points in completely the
>> opposite direction and should therefore avoid the irritating twisting
>> effect.
>>
>> Regards,
>> Chris B.
>
> Ah! Thank you. Works great. I didn't think to look in math.inc for more
> vector functions.
My pleasure. I remember it took me quite some time a few years ago to
discover it when I wanted to add some clothing around a limb and I don't
think I've ever used it for anything else since :o)
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