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plant_rendering [2008-07-14 10:48] – davegriffiths | plant_rendering [2008-07-14 12:39] – nik | ||
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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 == |
- | === online === | + | Greenworks organic software: [[http:// |
- | one of my lsystem attempts - a very stylistic approach (all right angles). | + | == gen3 == |
- | trees are built out of cube primitives for an artificial life simulation, in isometric projection: | + | script for blender > http:// |
+ | |||
+ | == Harry Potter 3 - Whomping willow == | ||
+ | |||
+ | Done entirely with implicit surfaces to deal with the [[http:// | ||
+ | |||
+ | {{http:// | ||
+ | |||
+ | Very slow to compute, of course - though it might be possible to use some implicit surface mesh calculation, | ||
+ | |||
+ | === Online rendering === | ||
+ | |||
+ | == Autumn == | ||
+ | |||
+ | One of my lsystem attempts | ||
+ | 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. | + | The cubes approach was too slow (for my old graphics card in 2004) I needed to be able to spawn hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped (and playing music as they grew). I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. |
{{http:// | {{http:// | ||
- | this might be a technique for background mass foliage - level of detail | + | This worked well, and I could render more trees at an acceptable framerate. It might be a good technique for background mass foliage - or low level of detail |