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Found a website with sourcecode to draw a tree (L-system, no leafs)
http://www.mizuno.org/applet/branching/
Maybe you code-magics can do something to make it usable (maybe improved) in aoi ?
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A L-system is a language or rather grammar which is very effective to create branching and decoration that are very close to real plants. It relies on rules that define plant geometries as they grow. It is absolutely not related not to how the plant looks like. Actually the plant is defined (or can be defined) as an ASCII string.
If we adapted the code to AoI, we'd have to do all the object meshing stuff. This is a lot of work, more probably than implementing the L-system by itself.
Moreover we should probably design a UI to make the L-system less "painful" for the average user. This is not a job for the faint of heart.
This being said, it is great to have users posting links to resources because we probably miss a lot of things on the web.
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You would do well to check out Arbaro - tree generation
I think it's a little old fashioned to fold all the modules into AoI. I would have imagined -- in a parallel open-source universe -- something like Arboro would work more like a PhotoShop plugin.
There is a lot of advantage to branching off some plugins as standalone, dedicated projects.
I'd much rather have something as easy to use as Aboro than the opaque procedural mess of TaPD ...which *could* do what Aboro does, but nobody without a lot of spare time on their hands ever gets anywhere close.
We have a texture library. How about a tree and plant library? Six trees, a dozen plants or so, would go a long way toward fleshing out AoI and making TaPD fathomable.
Last edited by DCrux (November 21, 2009, 9:29 am)
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I know arbaro.
As nice as it is, it tends to create rather large files and you still have to wait until final render to see what you've got.
A internal script based procedural tree-generator would reduce the file (tree-) size drastically.
Which helps if you like to build and render a forest

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***********'
Last edited by peteihis (November 22, 2009, 11:06 am)
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Pete, why raise your blood pressure ?
I'd love to work with the TaPD but: Damn, that thing scares me !! (no offense, francois)
And i am not willing to "dig" in it until at least a few other users show a few results (and therefore examples).
Can you mess up with scripts? Sure !
But you also have a chance not to !
With your statements: Should the average aoi-user also be a programmer?
Do you call that "user friendly"?
What are we doing in this forum?
Slapping arguments in each other faces about creativity?
Or ask for something that may bring benefit for all users ?
Why don't you stay out if you have nothing helpful to say?
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Ok-ok -- I didn't mean to start a fight .... I'm sure that I did not say all those thongs that you seem to have read there --- sorry.
..and BTW I a-kind of promised an example about TaPD on another thread already... Haven't gotten around to it just yet... sorry about that too.
One thing I did mean to say is, that what ever your method of creating trees would be, you would very easily run into memory problems and the only thing that helps there is planning.
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Arbaro is good. I used NGPlant too.
But I think creating whole tree things in polygons is not an optimal approach in normal use.
Procedural trees is what I search for. I have a few good Ideas, but I hate to go through coding and shader stuff.
AoI can come bundled with standalone dedicated tools. Which can work alone with few resources, and can load
only needed AoI core tools (like preview render). like:
Polymesh tool for pure modeling, TapD, a landscape editor,Animator, Movie sequencer.. ...LOL....
Last edited by Truth (November 23, 2009, 4:02 am)
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AoI can come bundled with standalone dedicated tools.
sounds good.
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