This tree was recently used to work out geometry kinks. The first level of branches (trunks) are weighted to grow towards a point near the bottom left of the screen. The second level is highly weighted using a downwards vector. The third level also follows a downward vector but with less intensity. See how the geometry follows splines using the method discussed in entry 7.
Deth Tree
This tree was recently used to work out geometry kinks. The first level of branches (trunks) are weighted to grow towards a point near the bottom left of the screen. The second level is highly weighted using a downwards vector. The third level also follows a downward vector but with less intensity. See how the geometry follows splines using the method discussed in entry 7.
This tree was recently used to work out geometry kinks. The first level of branches (trunks) are weighted to grow towards a point near the bottom left of the screen. The second level is highly weighted using a downwards vector. The third level also follows a downward vector but with less intensity. See how the geometry follows splines using the method discussed in entry 7.
Previous Entry
Videos and Plan of Abstraction
Next Entry
The importance of a good,
Advertisement
Latest Entries
ShaderMap 2.0.7 Update
2627 views
Blending Normal Maps
3322 views
Woody3D Discontinued
4057 views
ShaderMap 2 SDK Tutorial - Creating Maps
3863 views
ShaderMap 2.0.5 Update
2571 views
ShaderMap 2 Now Available
3022 views
Woody3D.pause() ShaderMap2.play()
2031 views
Roots and "Tree" Hierarchy Control
3735 views
Leaf Meshes vs. Leaf Billboards
4104 views
Advertisement