POV-Ray : Newsgroups : povray.general : Modeling nature Server Time
31 Oct 2024 06:14:58 EDT (-0400)
  Modeling nature (Message 1 to 7 of 7)  
From: Thomas Fester
Subject: Modeling nature
Date: 29 Nov 2023 17:30:00
Message: <web.6567baccb3c058d0a206535f8a2a825f@news.povray.org>
Hello everybody!

Many structures in nature are produced in relatively simple processes and
therefore can be modeled using script-based approaches. I summarized a number of
possibilities in a recent video - have a look!
(https://www.youtube.com/watch?v=7wuzFq1qrKk&t=43s).


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From: Bald Eagle
Subject: Re: Modeling nature
Date: 29 Nov 2023 18:50:00
Message: <web.6567ce1d8b35e59f1f9dae3025979125@news.povray.org>
"Thomas Fester" <tfe### [at] scivitde> wrote:
> Hello everybody!
>
> Many structures in nature are produced in relatively simple processes and
> therefore can be modeled using script-based approaches. I summarized a number of
> possibilities in a recent video - have a look!
> (https://www.youtube.com/watch?v=7wuzFq1qrKk&t=43s).

Hi Thomas,

It's great that you're continually producing new videos to showcase all of your
knowledge and skill.

It's great to see what sorts of interesting shapes that one can model in nature
using only a few simple equations or algorithms.

Perhaps you might consider making a few videos showing how you code certain
shapes, or apply various modeling techniques to create various animal or plant
morphologies or patterns.

There is certainly a very rich and vibrant modeling community out there, and you
might attract more people to your channel if you started off with a basic
prototype plant or animal, and suggested variations on the theme, and how one
might add complexity.  The raytracing competitions of the past really don't
happen anymore, but perhaps people might want to post the results of their own
work in a newsgroup thread, and get more involved in exploring their own ideas,
and so have more interest in what you yourself are doing.

- BW


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From: jr
Subject: Re: Modeling nature
Date: 30 Nov 2023 09:20:00
Message: <web.656899728b35e59ff11225116cde94f1@news.povray.org>
hi,

"Thomas Fester" <tfe### [at] scivitde> wrote:
> Hello everybody!
>
> Many structures in nature are produced in relatively simple processes and
> therefore can be modeled using script-based approaches. ...

SDL ?  personally, I learn "better" from written material than videos, so a
write-up, with bits of code perhaps, would be real good.


regards, jr.


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From: Thomas Fester
Subject: Re: Modeling nature
Date: 30 Nov 2023 12:40:00
Message: <web.6568c8c48b35e59fa206535f8a2a825f@news.povray.org>
I do have videos on modeling a worm, a snail shell, a "golden angle plantlet"
and an erythrocyte on my channel and I will do more. (I started with the simple
stuff, of course.) I will do many nice root systems and ramifications for
example.

Your idea about the competition is great! I will certainly do this in the
future. I only have to find a suitable topic, but I think ramifications might be
good.

Thomas

"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Thomas Fester" <tfe### [at] scivitde> wrote:
> > Hello everybody!
> >
> > Many structures in nature are produced in relatively simple processes and
> > therefore can be modeled using script-based approaches. I summarized a number of
> > possibilities in a recent video - have a look!
> > (https://www.youtube.com/watch?v=7wuzFq1qrKk&t=43s).
>
> Hi Thomas,
>
> It's great that you're continually producing new videos to showcase all of your
> knowledge and skill.
>
> It's great to see what sorts of interesting shapes that one can model in nature
> using only a few simple equations or algorithms.
>
> Perhaps you might consider making a few videos showing how you code certain
> shapes, or apply various modeling techniques to create various animal or plant
> morphologies or patterns.
>
> There is certainly a very rich and vibrant modeling community out there, and you
> might attract more people to your channel if you started off with a basic
> prototype plant or animal, and suggested variations on the theme, and how one
> might add complexity.  The raytracing competitions of the past really don't
> happen anymore, but perhaps people might want to post the results of their own
> work in a newsgroup thread, and get more involved in exploring their own ideas,
> and so have more interest in what you yourself are doing.
>
> - BW


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From: Thomas Fester
Subject: Re: Modeling nature
Date: 30 Nov 2023 12:45:00
Message: <web.6568c98c8b35e59fa206535f8a2a825f@news.povray.org>
A write-up? Well, that's much work, but I might consider in the long term.
Currently it is hard for me to judge a) how much interest there really is and b)
whether I should write for Pov-Ray people primarily or for "all" ...


Thomas

"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "Thomas Fester" <tfe### [at] scivitde> wrote:
> > Hello everybody!
> >
> > Many structures in nature are produced in relatively simple processes and
> > therefore can be modeled using script-based approaches. ...
>
> SDL ?  personally, I learn "better" from written material than videos, so a
> write-up, with bits of code perhaps, would be real good.
>
>
> regards, jr.


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From: Bald Eagle
Subject: Re: Modeling nature
Date: 30 Nov 2023 14:50:00
Message: <web.6568e6578b35e59f1f9dae3025979125@news.povray.org>
"Thomas Fester" <tfe### [at] scivitde> wrote:
> A write-up? Well, that's much work, but I might consider in the long term.

Well, you probably don't have to do a "write-up" - you're already writing the
code, so why not consider simply posting some well-commented code, or doing a
bit of live-coding like some people do, in order to show how one starts with a
simple idea and gradually increases the complexity?

You could also post a screen-shot of the relevant bit of code you're discussing
for any given plant or animal morphology that you're modeling.

"Here's what happens when I do _this_ with _this_ value.... but when I change it
to _this_ .... "
People love that kind of thing, and it captures their imagination.

> Currently it is hard for me to judge a) how much interest there really is and b)
> whether I should write for Pov-Ray people primarily or for "all" ...

It is, certainly hard to ever judge anyone's level of interest, but you've been
at it for 9 years - so you have plenty of work to summarize and expand upon.
Make your videos, spend some time "advertising" by posting links to your videos
wherever you might, and start getting things to spread by word-of-mouth and
leveraging "the algorithm".

- BW


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From: Thomas Fester
Subject: Re: Modeling nature
Date: 1 Dec 2023 17:45:00
Message: <web.656a60898b35e59fa206535f8a2a825f@news.povray.org>
I thought about including the code in the comments part of youtube, but your
ideas are not bad either. I will see.

The only difficulty: I will have to clean up my ancient code...

"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Thomas Fester" <tfe### [at] scivitde> wrote:
> > A write-up? Well, that's much work, but I might consider in the long term.
>
> Well, you probably don't have to do a "write-up" - you're already writing the
> code, so why not consider simply posting some well-commented code, or doing a
> bit of live-coding like some people do, in order to show how one starts with a
> simple idea and gradually increases the complexity?
>
> You could also post a screen-shot of the relevant bit of code you're discussing
> for any given plant or animal morphology that you're modeling.
>
> "Here's what happens when I do _this_ with _this_ value.... but when I change it
> to _this_ .... "
> People love that kind of thing, and it captures their imagination.
>
> > Currently it is hard for me to judge a) how much interest there really is and b)
> > whether I should write for Pov-Ray people primarily or for "all" ...
>
> It is, certainly hard to ever judge anyone's level of interest, but you've been
> at it for 9 years - so you have plenty of work to summarize and expand upon.
> Make your videos, spend some time "advertising" by posting links to your videos
> wherever you might, and start getting things to spread by word-of-mouth and
> leveraging "the algorithm".
>
> - BW


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