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plant_rendering [2008-07-14 10:48] – davegriffiths | plant_rendering [2008-07-14 10:51] – davegriffiths | ||
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- | ==== plant rendering notes and links ==== | + | ==== Plant rendering notes and links ==== |
- | (let me know if this needs to be moved - dg) | + | (Let me know if this needs to be moved - dg) |
- | === offline | + | === Offline rendering |
xfrog (or " | xfrog (or " | ||
- | === online | + | === Online rendering |
- | one of my lsystem attempts - a very stylistic approach (all right angles). | + | One of my lsystem attempts - a very stylistic approach (all right angles). |
trees are built out of cube primitives for an artificial life simulation, in isometric projection: | trees are built out of cube primitives for an artificial life simulation, in isometric projection: | ||
{{http:// | {{http:// | ||
- | the cubes approach was too slow (for my old graphics card in 2004) so I 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: | + | The cubes approach was too slow (for my old graphics card in 2004) so I 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:// | {{http:// | ||
- | this might be a technique for background mass foliage - level of detail | + | This worked well (nice and fast) it might be a good technique for background mass foliage - low level of detail |