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Before continue the pigment_map and color, I tried a incredible detail idea
yesterday that I thought recently. Can be a new target to complete in the
future.
It is the knot.
But I'm willing to develop this feature with not so accurate shape only, I'd
like to implement it with (as much as possible) simple mathematical formula.
https://www.researchgate.net/figure/Longitudinal-section-through-a-tree-trunk-and-branch-Mueller-et-al-2006_fig1_274618
751
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Attachments:
Download '2d tree knot test.png' (1405 KB)
Preview of image '2d tree knot test.png'
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Composite pigment_map and functions is more cumbersome than I think. I only
treat preconceived it easy.
The earlywood color and merge effect is not bad, but maybe strange at latewood.
Not know, should look the side cross section, but for the purpose of trying the
pigment/color_map as quickly, I don't fix that varying function (vs height) yet.
This picture take 18m47s render time, It will slow down when combine more
(layer, concept)s.
And my main method is distinguish the heartwood, inner-sapwood, mid-sapwood,
outer-sapwood..., this one I only detail the mid-sapwood.
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Download 'show tree function.png' (830 KB)
Preview of image 'show tree function.png'
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"And" <49341109@ntnu.edu.tw> wrote:
> This picture take 18m47s render time, It will slow down when combine more
> (layer, concept)s.
That seems like a very long time for such a simple render. I would imagine that
you can get a similar result a lot faster if the troubles were identified and
optimised. I like to consult Inigo Quilez, and Martijn Steinrucker (Art of
Code), since their approach to computer graphics is very different, and forces
me to consider different approaches and ways to simplify and optimize any
function-based code I'm interested in writing.
TOK always has a way of slicing through a lot of these problems like a laser,
but I think it's very educational to explore a number of approaches before
others offer up solutions of their own.
> And my main method is distinguish the heartwood, inner-sapwood, mid-sapwood,
> outer-sapwood..., this one I only detail the mid-sapwood.
As slow as it is, I think that middle layer is looking great, and your progress
in this project is definitely showing incremental successes! :)
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
>
> > This picture take 18m47s render time, It will slow down when combine more
> > (layer, concept)s.
>
> That seems like a very long time for such a simple render. I would imagine that
> you can get a similar result a lot faster if the troubles were identified and
> optimised. I like to consult Inigo Quilez, and Martijn Steinrucker (Art of
> Code), since their approach to computer graphics is very different, and forces
> me to consider different approaches and ways to simplify and optimize any
> function-based code I'm interested in writing.
Thank you. I never develop my (not chinese)social circle besides news.povray.
Maybe I can try someday.
And, that rendered picture is a 3D one, not a pattern. It turn on radiosity and
rendered using my notebook, so I'm not suspect this situation too much.
> TOK always has a way of slicing through a lot of these problems like a laser,
> but I think it's very educational to explore a number of approaches before
> others offer up solutions of their own.
>
> > And my main method is distinguish the heartwood, inner-sapwood, mid-sapwood,
> > outer-sapwood..., this one I only detail the mid-sapwood.
>
> As slow as it is, I think that middle layer is looking great, and your progress
> in this project is definitely showing incremental successes! :)
Thanks.
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With a very similar setting, whole box, I redraw the shape. There is an artifact
line...,
Now I know it does not finish yet.
My personal purpose is output the UV-map for some mesh 3D model, I modeling them
in Blender now.
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Download 'show tree function.png' (1623 KB)
Preview of image 'show tree function.png'
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hi,
"And" <49341109@ntnu.edu.tw> wrote:
> ...
> Now I know it does not finish yet.
do you always do "blocks", or have you put the texture to use yet? (thinking,
eg, the distribution 'woodbox.pov' scene, or such)
regards, jr.
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First experiment to apply knot distortion to the base shape.
Very experimental trying. potentiality...?
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Attachments:
Download 'tree knot.png' (911 KB)
Preview of image 'tree knot.png'
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"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "And" <49341109@ntnu.edu.tw> wrote:
> > ...
> > Now I know it does not finish yet.
>
> do you always do "blocks", or have you put the texture to use yet? (thinking,
> eg, the distribution 'woodbox.pov' scene, or such)
>
>
> regards, jr.
"Now I know it does not finish yet." with this sentence I mean that I cannot
adjust the texture easily. The program outputs the texture result(only shape
distortion detail) --> color apply...to what I want, is semi-automatic.
I did not apply it to 3D models yet. But I know it certainly can apply.
I have tried mesh camera of POV-Ray.
This image is what I want to attach the material. I have made several models,
and I want to sell them on TurboSquid to rescue my poor situation: never
accomplish important things, no income for a long time, ...
I will share the program here in the form of freeware(Not open source), this is
because the program is the first usable one which I develop (To myself
mainly), and it highly dependent on POV-Ray, I know I do not on the step
developing commercial program yet, I need some feedback so.
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Attachments:
Download 'wardrope.png' (1837 KB)
Preview of image 'wardrope.png'
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Op 25/05/2022 om 17:32 schreef And:
> First experiment to apply knot distortion to the base shape.
>
> Very experimental trying. potentiality...?
Oh yes! This looks very knot-like, so to speak. You are on the right
track indeed.
--
Thomas
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Modify it with rather casual, I need 2-3 weeks to arrange the output .inc files.
The knot is an experimental feature.
In fact, I'm not clear on how these knot pattern form in photographs.
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Attachments:
Download 'show tree function.png' (1755 KB)
Preview of image 'show tree function.png'
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