Show pageOld revisionsBacklinksBack to top You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files==== Plant rendering notes and links ==== (Let me know if this needs to be moved - dg) === Offline rendering === xfrog (or "greenworks organic software"): [[http://www.xfrogdownloads.com/]] === Online rendering === 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: {{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. Please fill all the letters into the box to prove you're human. Please keep this field empty: SavePreviewCancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Share Alike 4.0 International plant_rendering.1216032813.txt.gz Last modified: 2008-07-14 10:53by davegriffiths