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POV-Tree is an easy to use although not perfect utility by Gena Obukov,
to make different kinds of trees. It exports them as mesh{} objects
(/not/ mesh2{}!) to be used in POV-Ray scenes.
One of the problems is that the meaf meshes do not have consistently
oriented normals. The obvious solution is to make one's own leaf mesh
and use that as a Custom Mesh in the Leaf section of POV-Tree. The
following code is such a simple mesh I want to share with you.
//start code
triangle {<-0.380625,0,0.1>,<-0.480625,0,0.2>,<-0.480625,0,0.1>}
triangle {<-0.380625,0,-0.1>,<-0.480625,0,0>,<-0.480625,0,-0.1>}
triangle {<-0.380625,0,0>,<-0.480625,0,0.1>,<-0.480625,0,0>}
triangle {<-0.380625,0,-0.220856>,<-0.480625,0,-0.1>,<-0.480625,0,-0.2>}
triangle {<-0.080625,0,0>,<-0.080625,0,0.121029>,<-0.280625,0,0.1>}
triangle {<-0.280625,0,0>,<-0.380625,0,0.1>,<-0.380625,0,0>}
triangle {<-0.280625,0,-0.2>,<-0.380625,0,-0.1>,<-0.380625,0,-0.220856>}
triangle {<-0.280625,0,0.1>,<-0.380625,0,0.220856>,<-0.380625,0,0.1>}
triangle {<-0.280625,0,-0.1>,<-0.280625,0,0>,<-0.380625,0,0>}
triangle {<-0.280625,0,-0.2>,<-0.280625,0,-0.1>,<-0.380625,0,-0.1>}
triangle {<-0.280625,0,0.1>,<-0.280625,0,0.2>,<-0.380625,0,0.220856>}
triangle {<-0.280625,0,0>,<-0.280625,0,0.1>,<-0.380625,0,0.1>}
triangle {<-0.380625,0,0.1>,<-0.480625,0,0.1>,<-0.380625,0,0>}
triangle {<-0.380625,0,0>,<-0.480625,0,0>,<-0.380625,0,-0.1>}
triangle {<-0.380625,0,-0.1>,<-0.480625,0,-0.1>,<-0.380625,0,-0.220856>}
triangle {<-0.380625,0,0.220856>,<-0.480625,0,0.2>,<-0.380625,0,0.1>}
triangle {<-0.480625,0,-0.2>,<-0.480625,0,-0.1>,<-0.680625,0,-0.12253>}
triangle {<-0.680625,0,-0.12253>,<-0.680625,0,0>,<-0.880625,0,0>}
triangle {<0,0,0>,<-0.080625,0,0>,<-0.080625,0,-0.121029>}
triangle {<-0.080625,0,-0.121029>,<-0.280625,0,-0.1>,<-0.280625,0,-0.2>}
triangle {<-0.080625,0,-0.121029>,<-0.280625,0,0>,<-0.280625,0,-0.1>}
triangle {<-0.480625,0,-0.1>,<-0.680625,0,0>,<-0.680625,0,-0.12253>}
triangle {<-0.080625,0,0.121029>,<-0.280625,0,0.2>,<-0.280625,0,0.1>}
triangle {<-0.480625,0,0.1>,<-0.480625,0,0.2>,<-0.680625,0,0.12253>}
triangle {<-0.480625,0,0>,<-0.480625,0,0.1>,<-0.680625,0,0.12253>}
triangle {<-0.280625,0,-0.1>,<-0.380625,0,0>,<-0.380625,0,-0.1>}
triangle {<-0.080625,0,-0.121029>,<-0.080625,0,0>,<-0.280625,0,0>}
triangle {<-0.480625,0,-0.1>,<-0.480625,0,0>,<-0.680625,0,0>}
triangle {<-0.080625,0,0>,<-0.280625,0,0.1>,<-0.280625,0,0>}
triangle {<-0.480625,0,0>,<-0.680625,0,0.12253>,<-0.680625,0,0>}
triangle {<0,0,0>,<-0.080625,0,0.121029>,<-0.080625,0,0>}
triangle {<-0.680625,0,0>,<-0.680625,0,0.12253>,<-0.880625,0,0>}
//end code
Copy these triangles into the Custom Mesh window and you are in business.
Now, an interesting use of this well-normalized leaf mesh is to provide
the leaf with an interior_texture{} as leaves often have a lighter
underside.
Beware, for the following issue. It appears that the trunk and branches
mesh is inside out! In some situations, you may need to add the inverse
parameter to object {WOOD} in the tree file.
Hope you enjoy this.
Thomas
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