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Tech Artist - What are you working on: FOREVER Edition!

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  • Eric Chadwick
    I look forward to animated GIFs of the growth!
  • Klunk
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    Klunk ngon master
    I used the same paper for the basis of my tree generator.... though they missed a trick in the original paper..... the point cloud should also have an associated direction vector for each cloud point it gives you far more control over the tree,


    also the tree is all about the point cloud and it's distribution !


  • poopipe
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    poopipe grand marshal polycounter
    @Eric Chadwick - its done in literally the worst way possible at the moment so it's too slow to grow realtime after a depressingly small number of iterations.  I know how to fix it but since it's just reference i'm saving the optimisation for the proper version. 

    @Klunk yep, i spotted that issue pretty quickly
    they do allude to it in the blurb but dont really go into what sort of direction makes most sense.  i've got them tending upwards for the moment which seems to largely work.

    Next i'll try this one 
    https://www.researchgate.net/publication/266472675_Particle_Systems_for_Plant_Modeling
    Which appears to be exactly what I was going to try and work out for myself :D 
  • Klunk
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    Klunk ngon master
    the whole space colonisation thang works very well as a "fractal"  system.... twigs->fronds->tree.....as the second trick missed in the paper is the tree/branch/twig its self should work as a point/vector generator.... but that plant modelling paper is a new one to me :)
     
  • malcolm
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    malcolm polycount sponsor
    Wow, the tree stuff is looking great. I found using speedTree pretty challenging, hopefully these solutions are easier.
  • Klunk
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    Klunk ngon master
    I had quite a lot of experience with speedtree (and had some really good results but boy does it throw out a lot of crap....) though space colonization method seems to produce a more "natural" result and less crap the process is not particularly intuitive :(
  • poopipe
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    poopipe grand marshal polycounter
    rather embarassingly that second algorithm completely stumped me for a long time.  
    then i grew a brain and made it happen

    There's plenty of refinement left to do including:
    1. not having gaps where branches should meet,
    2. multiple target points on the trunk (the trunk doesn't contribute at all, they're just converging on a point)
    3. direction biasing
    4. biasing the distribution of points - it makes sense for there to be more towards the outside of the volume (anyone know the right search terms for that sort of thing - the internet is not playing ball)
    but.. 
    even the dumb dumb implementation is really fast - as in it's instant with no acceleration structures at all, this is literally just nested loops
    it gets faster as it goes (because you're effectively removing information)
    you need far less points to start with 

    also gif (of me advancing the growth steps manually)



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