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plant_rendering [2008-07-14 10:54] – davegriffiths | plant_rendering [2008-07-14 12:39] – nik | ||
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=== Offline rendering === | === Offline rendering === | ||
- | xfrog (or " | + | == xfrog == |
+ | |||
+ | Greenworks | ||
+ | |||
+ | == gen3 == | ||
+ | script for blender > http:// | ||
+ | |||
+ | == Harry Potter 3 - Whomping willow == | ||
+ | |||
+ | Done entirely with implicit surfaces to deal with the [[http:// | ||
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+ | {{http:// | ||
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+ | Very slow to compute, of course - though it might be possible to use some implicit surface mesh calculation, | ||
=== Online rendering === | === Online rendering === | ||
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+ | == Autumn == | ||
One of my lsystem attempts in fluxus - a very stylistic approach (all right angles). | One of my lsystem attempts in fluxus - a very stylistic approach (all right angles). | ||
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{{http:// | {{http:// | ||
- | The cubes approach was too slow (for my old graphics card in 2004) I was spawning | + | 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 |
{{http:// | {{http:// | ||
- | 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. | + | 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 for distant plants... I think you can do the face forward calculation in a hardware shader these days. |