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pluggable_plants [2009-03-10 12:03] – davegriffiths | pluggable_plants [2009-03-12 14:32] (current) – davegriffiths | ||
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- | ====Problems with L Systems==== | + | ====Pluggable Plants==== |
- | * Plant shape is entirely defined by algorithm | + | L Systems are the standard approach |
- | * Geometric complexity is slow to compute | + | |
- | * Somewhat difficult to control in an artistic sense | + | |
- | This is an alternative method | + | * The plant' |
+ | * It's somewhat difficult | ||
+ | * Geometric complexity | ||
- | This also allows us to put much more detail in the textures, and build plants out of fewer components. | + | This is an alternative method to the standard approach of rendering L Systems, where we can still define the topology and growth of a plant by an algorithm, but the structural shape is defined by the texture images used as components of the plant. |
====How it works==== | ====How it works==== | ||
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A resulting lollypop tree. More work could be done on the joins between the textures, but you get the idea. You can edit the connection point textures, and rerun the program to adjust the positions of the components. | A resulting lollypop tree. More work could be done on the joins between the textures, but you get the idea. You can edit the connection point textures, and rerun the program to adjust the positions of the components. | ||
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+ | This is another example, with some better textures which take into account the joining a little better, and some scaling: | ||
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+ | {{: | ||
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+ | And these are the component textures and their connection points: | ||
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+ | {{: | ||
+ | {{: | ||
+ | {{: | ||
+ | {{: | ||
====Texture image format and naming convention==== | ====Texture image format and naming convention==== | ||
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Where B is the variation number again. | Where B is the variation number again. | ||
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