





 
 




 
 


6 plants made from smooth triangle billboards. These render much faster than the
clipped sphere approach I was originally using. Scene file posted.
Miller
Post a reply to this message
Attachments:
Download 'pov_sprite.png' (1265 KB)
Preview of image 'pov_sprite.png'


 
 




 
 


Le 20231110 à 23:11, Mike Miller a écrit :
> 6 plants made from smooth triangle billboards. These render much faster than the
> clipped sphere approach I was originally using. Scene file posted.
> Miller
>
Those are nice. Make them into mesh to use the instanciation feature of
the meshes.
So, instead of :
#declare ST_leaf =
union {
//left 1/2
smooth_triangle { p11, n1, p4, n1, p6, n1 }
smooth_triangle { p11, n1, p10, n1, p4, n1 }
smooth_triangle { p9, n1, p10, n1, p11, n1 }
smooth_triangle { p9, n1, p8, n1, p10, n1 }
smooth_triangle { p15, n1, p8, n1, p9, n1 }
smooth_triangle { p15, n1, p14, n1, p8, n1 }
smooth_triangle { p2, n1, p15, n1, p5, n1 }
smooth_triangle { p2, n1, p14, n1, p15, n1 }
//right 1/2
smooth_triangle { p11, n5, p3, n5, p12, n5 }
smooth_triangle { p11, n5, p6, n5, p3, n5 }
smooth_triangle { p9, n5, p12, n5, p7, n5 }
smooth_triangle { p9, n5, p11, n5, p12, n5 }
smooth_triangle { p15, n5, p7, n5, p13, n5 }
smooth_triangle { p15, n5, p9, n5, p7, n5 }
smooth_triangle { p1, n5, p15, n5, p13, n5 }
smooth_triangle { p1, n5, p5, n5, p15, n5 }
}
Use this :
#declare ST_leaf =
mesh{
//left 1/2
smooth_triangle { p11, n1, p4, n1, p6, n1 }
smooth_triangle { p11, n1, p10, n1, p4, n1 }
smooth_triangle { p9, n1, p10, n1, p11, n1 }
smooth_triangle { p9, n1, p8, n1, p10, n1 }
smooth_triangle { p15, n1, p8, n1, p9, n1 }
smooth_triangle { p15, n1, p14, n1, p8, n1 }
smooth_triangle { p2, n1, p15, n1, p5, n1 }
smooth_triangle { p2, n1, p14, n1, p15, n1 }
//right 1/2
smooth_triangle { p11, n5, p3, n5, p12, n5 }
smooth_triangle { p11, n5, p6, n5, p3, n5 }
smooth_triangle { p9, n5, p12, n5, p7, n5 }
smooth_triangle { p9, n5, p11, n5, p12, n5 }
smooth_triangle { p15, n5, p7, n5, p13, n5 }
smooth_triangle { p15, n5, p9, n5, p7, n5 }
smooth_triangle { p1, n5, p15, n5, p13, n5 }
smooth_triangle { p1, n5, p5, n5, p15, n5 }
}
That way, you can place 1000's of copies of the same plant that'll use
only the storage for a single one.
Post a reply to this message


 
 




 
 


Alain Martel <kua### [at] videotronca> wrote:
> > 6 plants made from smooth triangle billboards. These render much faster than the
> > clipped sphere approach I was originally using. Scene file posted.
> > Miller
> >
> Those are nice. Make them into mesh to use the instanciation feature of
> the meshes.
> So, instead of :
> #declare ST_leaf =
> union {
> //left 1/2
> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> //right 1/2
> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> }
>
> Use this :
> #declare ST_leaf =
> mesh{
> //left 1/2
> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> //right 1/2
> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> }
>
> That way, you can place 1000's of copies of the same plant that'll use
> only the storage for a single one.
Alain,
thank you so much! I will definitely fix that. It's been a long time since I
worked with triangles in POV...
I have a new problem ..haha. Now that I've converted these billboards to smooth
triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
snippet of a rendering I did last night using these plants in my nest scene.
Billboards that cross in front the water renders without fog. Strange...may just
give up on using them in this scene. :)
Mike
Post a reply to this message
Attachments:
Download 'pavilion_weed.png' (2711 KB)
Preview of image 'pavilion_weed.png'


 
 




 
 


Le 20231111 à 09:22, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>> clipped sphere approach I was originally using. Scene file posted.
>>> Miller
>>>
>> Those are nice. Make them into mesh to use the instanciation feature of
>> the meshes.
>> So, instead of :
>> #declare ST_leaf =
>> union {
>> //left 1/2
>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>> //right 1/2
>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>> }
>>
>> Use this :
>> #declare ST_leaf =
>> mesh{
>> //left 1/2
>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>> //right 1/2
>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>> }
>>
>> That way, you can place 1000's of copies of the same plant that'll use
>> only the storage for a single one.
>
>
> Alain,
> thank you so much! I will definitely fix that. It's been a long time since I
> worked with triangles in POV...
>
> I have a new problem ..haha. Now that I've converted these billboards to smooth
> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> snippet of a rendering I did last night using these plants in my nest scene.
> Billboards that cross in front the water renders without fog. Strange...may just
> give up on using them in this scene. :)
> Mike
>
>
Triangles do have an interior and an exterior. Try using hollow. It MAY
help... Or not.
mesh{ ...
...
...
hollow
}
Next, you may be faced with the tracing and sampling of that fog. Here,
the presence or absence of turbulence is probably not a factor.
You may need to use scattering media with the render time taking a
serious hit.
But, yes. Fog and media tend to not play nice with transparency.
Post a reply to this message


 
 




 
 


Alain Martel <kua### [at] videotronca> wrote:
> > Alain Martel <kua### [at] videotronca> wrote:
> >>> 6 plants made from smooth triangle billboards. These render much faster than the
> >>> clipped sphere approach I was originally using. Scene file posted.
> >>> Miller
> >>>
> >> Those are nice. Make them into mesh to use the instanciation feature of
> >> the meshes.
> >> So, instead of :
> >> #declare ST_leaf =
> >> union {
> >> //left 1/2
> >> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> >> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> >> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> >> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> >> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> >> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> >> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> >> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> >> //right 1/2
> >> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> >> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> >> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> >> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> >> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> >> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> >> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> >> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> >> }
> >>
> >> Use this :
> >> #declare ST_leaf =
> >> mesh{
> >> //left 1/2
> >> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> >> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> >> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> >> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> >> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> >> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> >> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> >> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> >> //right 1/2
> >> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> >> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> >> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> >> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> >> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> >> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> >> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> >> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> >> }
> >>
> >> That way, you can place 1000's of copies of the same plant that'll use
> >> only the storage for a single one.
> >
> >
> > Alain,
> > thank you so much! I will definitely fix that. It's been a long time since I
> > worked with triangles in POV...
> >
> > I have a new problem ..haha. Now that I've converted these billboards to smooth
> > triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> > snippet of a rendering I did last night using these plants in my nest scene.
> > Billboards that cross in front the water renders without fog. Strange...may just
> > give up on using them in this scene. :)
> > Mike
> >
> >
>
> Triangles do have an interior and an exterior. Try using hollow. It MAY
> help... Or not.
>
> mesh{ ...
> ...
> ...
> hollow
> }
>
> Next, you may be faced with the tracing and sampling of that fog. Here,
> the presence or absence of turbulence is probably not a factor.
> You may need to use scattering media with the render time taking a
> serious hit.
>
> But, yes. Fog and media tend to not play nice with transparency.
Just tried your suggestion of using hollow in the mesh statement  It worked!
Thank you so much...just about to give up. :)
Mike.
Post a reply to this message
Attachments:
Download 'triangles_working.png' (910 KB)
Preview of image 'triangles_working.png'


 
 




 
 


Le 20231112 à 09:34, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>> Le 20231111 à 09:22, Mike Miller a écrit :
>>> Alain Martel <kua### [at] videotronca> wrote:
>>>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>>>> clipped sphere approach I was originally using. Scene file posted.
>>>>> Miller
>>>>>
>>>> Those are nice. Make them into mesh to use the instanciation feature of
>>>> the meshes.
>>>> So, instead of :
>>>> #declare ST_leaf =
>>>> union {
>>>> //left 1/2
>>>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>>>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>>>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>>>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>>>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>>>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>>>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>>>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>>>> //right 1/2
>>>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>>>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>>>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>>>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>>>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>>>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>>>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>>>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>>>> }
>>>>
>>>> Use this :
>>>> #declare ST_leaf =
>>>> mesh{
>>>> //left 1/2
>>>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>>>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>>>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>>>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>>>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>>>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>>>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>>>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>>>> //right 1/2
>>>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>>>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>>>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>>>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>>>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>>>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>>>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>>>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>>>> }
>>>>
>>>> That way, you can place 1000's of copies of the same plant that'll use
>>>> only the storage for a single one.
>>>
>>>
>>> Alain,
>>> thank you so much! I will definitely fix that. It's been a long time since I
>>> worked with triangles in POV...
>>>
>>> I have a new problem ..haha. Now that I've converted these billboards to smooth
>>> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
>>> snippet of a rendering I did last night using these plants in my nest scene.
>>> Billboards that cross in front the water renders without fog. Strange...may just
>>> give up on using them in this scene. :)
>>> Mike
>>>
>>>
>>
>> Triangles do have an interior and an exterior. Try using hollow. It MAY
>> help... Or not.
>>
>> mesh{ ...
>> ...
>> ...
>> hollow
>> }
>>
>> Next, you may be faced with the tracing and sampling of that fog. Here,
>> the presence or absence of turbulence is probably not a factor.
>> You may need to use scattering media with the render time taking a
>> serious hit.
>>
>> But, yes. Fog and media tend to not play nice with transparency.
>
> Just tried your suggestion of using hollow in the mesh statement  It worked!
> Thank you so much...just about to give up. :)
> Mike.
>
>
>
>
GREAT !ðŸ˜ŽðŸŽ‰
Post a reply to this message


 
 




 

