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I've finished new version of POV-Tree. New features:
- icons for leaf type
- more predefined mesh leaves. Now you have leaves from
one triangle up to 24 triangles.
- custom mesh leaf. You can develop your own mesh leaf in
POV-Ray and then just cut and paste all triangles into POV-Tree.
And it will be used by mesh tree generator.
- added three new examples - maple, willow, linden
- bug fixes
I also included TOMTREEm.inc into distribution. This is modified
TOMTREE macro which works about 6-7 times faster.
See example trees and screenshots in p.b.images.
Right now you can POV-Tree here:
http://home.covad.net/~gobukhov/povtree1.1.zip
Later on I'll update all my homepages and you'll find it in usual
locations.
If you'll face any problem with POV-Tree please let me know.
Gena.
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in news:3F0A3994.E4138441@mail.com Gena Obukhov wrote:
> If you'll face any problem with POV-Tree please let me know.
>
Not a problem, just a sugesstion; i.m.o. it would be nice to have an ultra
simple "stick-tree" as an example / starting point. Just 3 roots, 3
braches, twigs and leafs, witout any "deformation".
Ingo
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"Gena Obukhov" <obu### [at] mailcom> wrote in message
news:3F0A3994.E4138441@mail.com...
> If you'll face any problem with POV-Tree please let me know.
Hi Gena, could you give a quick explanation as to how one actually
renders a mesh tree in PoV? I can get a mesh into PoV, but the scene
renders black even with a light source, etc. I tried adding a mesh
tree to one of my scenes that does render, and the tree still doesn't
show although the rest of the scene does. I have to admit that even
after downloading the previous version of PoV-Tree, I still couldn't
get a render to work before your new version. I'M going wrong
somewhere, but for the life of me, I can't figure it out.
BTW, when I try to render a tree, I get a 'slow-down' of the render
line when it's black, (starts about a 1/3rd down and finishes about
2/3rds down the window), so I *know* something is there! The first
invisible PoV tree?? ;)
It's probably something simple and I can't see it.
TIA
~Steve~
>
> Gena.
>
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ingo wrote:
> Not a problem, just a sugesstion; i.m.o. it would be nice to have an ultra
> simple "stick-tree" as an example / starting point. Just 3 roots, 3
> braches, twigs and leafs, witout any "deformation".
That's a good idea. I'll do that for next release.
Gena.
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St. wrote:
> Hi Gena, could you give a quick explanation as to how one actually
> renders a mesh tree in PoV?
It would be very helpful to see your scene.
In general, you should not do anything special to
render mesh tree. All textures are declared in
the same include file as mesh itself.
If it's not so difficult could you show your source?
Just leave there camera, light source and tree
declaration.
Thanks!
Gena.
P.S. I suppose you didn't set black colors
for bark and leaves :)
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"St." <dot### [at] dotcom> wrote in news:3f0b0be8@news.povray.org:
> Hi Gena, could you give a quick explanation as to how one actually
Should be pretty simple:
#include "yourtree.inc"
object { TREE
// transforms here
}
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"None" <Non### [at] onca> wrote in message
news:Xns### [at] 204213191226...
> "St." <dot### [at] dotcom> wrote in news:3f0b0be8@news.povray.org:
> > Hi Gena, could you give a quick explanation as to how one
actually
>
> Should be pretty simple:
>
> #include "yourtree.inc"
> object { TREE
> // transforms here
> }
Yep, thanks None, that's what I've been doing. Please see my reply
to Gena above.
~Steve~
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"Gena" <obu### [at] mailcom> wrote in message
news:3F0### [at] mailcom...
> It would be very helpful to see your scene.
> In general, you should not do anything special to
> render mesh tree. All textures are declared in
> the same include file as mesh itself.
Hi Gena, I'm sorry for not replying quickly, I didn't want to keep
you waiting in anticipation. I've been playing with PoV and PoV-Tree
for a couple of days now and I've been experiencing quite a few
problems with my machine. There's no need to post my code as 'none'
below has confirmed that I was right with mine.
I think it's my HD. It's presently started to randomly place the %
character inside the syntax of a tree, and therefore the render window
won't open. This happened around 8 months ago, (when I lost my last
HD), and I thought Jaime Piqueres was wrong when he said that he
thought that my HD was on it's way out. How wrong I was, and how right
he was!
Anyway, basically, the same thing is happening again, and I can't
get the render, so it's not PoV-Tree, (as others have confirmed in
other posts). :)
(N.B. This is the second reply that I've typed out to you, the
first I couldn't send because this machine just went blank and shut
down and I had to start again... <sigh> )
> Gena.
>
> P.S. I suppose you didn't set black colors
> for bark and leaves :)
Me Gena?? NO WAY!! ;)
~Steve~
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In article <3F0A3994.E4138441@mail.com>, obu### [at] mailcom says...
>
> I've finished new version of POV-Tree. New features:
>
> - icons for leaf type
> - more predefined mesh leaves. Now you have leaves from
> one triangle up to 24 triangles.
> - custom mesh leaf. You can develop your own mesh leaf in
> POV-Ray and then just cut and paste all triangles into POV-Tree.
> And it will be used by mesh tree generator.
> - added three new examples - maple, willow, linden
> - bug fixes
>
> I also included TOMTREEm.inc into distribution. This is modified
> TOMTREE macro which works about 6-7 times faster.
>
> See example trees and screenshots in p.b.images.
>
> Right now you can POV-Tree here:
> http://home.covad.net/~gobukhov/povtree1.1.zip
>
> Later on I'll update all my homepages and you'll find it in usual
> locations.
>
> If you'll face any problem with POV-Tree please let me know.
>
Nice program. Someone definitely needs to figure out a way to do a mesh
pre-parse or something and generate a smaller binary import for POV.
101MB file for the Poplar example.. Shudder!!! lol One hopes to never
'*ever*' have to try editing one of these meshes once exported to an
include. But definitely looks to be a useful program.
--
void main () {
call functional_code()
else
call crash_windows();
}
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On Fri, 11 Jul 2003 11:16:54 -0700, Patrick Elliott <sha### [at] hotmailcom>
wrote:
> Nice program. Someone definitely needs to figure out a way to do a mesh
> pre-parse or something and generate a smaller binary import for POV.
http://www.geocities.com/ccolefax/pcm.html
ABX
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