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The tree generation tool Arbaro is now ported to Java.
(So speed is ok now).
You will find the release 0.6 on the sourceforge server here:
http://sourceforge.net/projects/arbaro/
Beside porting to Java, some more features are added
and bugs fixed. Lobes and Mesh output are added since the
0.4 release. There are more tree definition files.
A dozen of rendered example trees you will find here:
http://arbaro.sourceforge.net/
With interested people I would like to discuss some
specific problems, like:
- would it better for Povray memory usage to put leaves in
a big mesh instead of a union of discs
- a splitted trunk looks somewhat strange, should the
trunk radius be smaller for clones or is this a problem
with mesh creation
- would a more evenly splitting algorithm be preferable
...
Wolfram.
--
Wolfram Diestel <wol### [at] stelojdeFORIGU>
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In povray.general Wolfram Diestel <wol### [at] stelojde> wrote:
> - would it better for Povray memory usage to put leaves in
> a big mesh instead of a union of discs
A mesh should be definitely better.
I don't know if it will make a big difference in memory usage/rendering
time if you have one single tree, but if you copy the same tree several
times in your scene it should definitely have a great impact in memory
usage.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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