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- Path: sparky!uunet!caen!mtu.edu!mtus5!scd
- Organization: Computing Technology Services, Michigan Technological Univ.
- Date: Friday, 7 Aug 1992 20:52:31 EST
- From: Steve Demlow <SCD@MTUS5.BITNET>
- Message-ID: <92220.205231SCD@MTUS5.BITNET>
- Newsgroups: comp.graphics
- Subject: Deciduous trees: how to ray trace?
- Lines: 25
-
- I'm looking for advice on how to define deciduous trees for ray tracing.
- I need to render a scene with about 260 trees, so I need something cheap!
- Ideally, I'd like something that looks reasonably like a tree but is
- composed of relatively few elements. Some sort of definition that lends
- itself to bounding volumes would also be nice. I'm using POVray V1.0.
-
- Branches aren't a problem - I'm using chopped cones generated by a
- pseudo-fractal hack, and a bark-like texture wasn't too hard to cook up.
- It's the foliage that seems to be the tricky part. So far I've tried
- bounding spheres of subtrees of the branches; to date, this has produced
- only rather goofy-looking approximations of trees. Of more concern to
- me is the texture for the foliage. POV has a "well-defined" noise
- function for textures ("bozo"), so one can make a smoothly randomish,
- partially transparent green 3D texture. The problem here is that if you
- use any sort of simple object (like a sphere), you get nice smooth clipped
- edges. What would be ideally suited for this problem would be a texture
- that varied according to distance from a point (like an object's center).
-
- Any suggestions are welcome.
-
- Thanks,
- Steve
- --
- Steve Demlow - Michigan Technological University, Houghton, MI
- scd@mtu.edu
-