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plant_rendering [2008-07-14 10:40] – created davegriffithsplant_rendering [2008-07-14 10:54] davegriffiths
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-==== plant rendering notes and links ====+==== Plant rendering notes and links ====
  
-== offline ==+(Let me know if this needs to be moved - dg) 
 + 
 +=== Offline rendering ===
  
 xfrog (or "greenworks organic software"): [[http://www.xfrogdownloads.com/]] xfrog (or "greenworks organic software"): [[http://www.xfrogdownloads.com/]]
  
-== online ==+=== Online rendering === 
 + 
 +One of my lsystem attempts in fluxus - a very stylistic approach (all right angles).  
 +Trees are built out of cube primitives for an artificial life simulation, in isometric projection: 
 + 
 +{{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}} 
 + 
 +The cubes approach was too slow (for my old graphics card in 2004) I was spawning hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped. I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. With a bit of texturing it looked like this: 
 + 
 +{{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} 
 + 
 +This worked well (nice and fast) it might be a good technique for background mass foliage - low level of detail for distant plants... I think you can do the face forward calculation in a hardware shader these days.
  
  
  • plant_rendering.txt
  • Last modified: 2008-07-14 14:26
  • by davegriffiths