Use of the Golden Ratio when modeling plants

posted in Gamedev info
Published February 20, 2017
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Use of the Golden Ratio when modeling plants

Found this on YouTube:

from:

https://en.wikipedia.org/wiki/Golden_ratio


Under the subtopic Nature:

"Adolf Zeising... [color=rgb(37,37,37)][font=sans-serif]

found the golden ratio expressed in the

[/font][/color]arrangement of parts[color=rgb(37,37,37)][font=sans-serif]

such as leaves and branches along the stems of plants and of

[/font][/color]veins[color=rgb(37,37,37)][font=sans-serif]

in leaves."

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and under the subtopic Geometry:

[color=rgb(37,37,37)][font=sans-serif]

" at longitudes spaced by a golden section of the circle, i.e. 360?/

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?

[/font][/color][color=rgb(37,37,37)][font=sans-serif]

? 222.5? "

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Happy modeling! :)

2 likes 2 comments

Comments

Navyman

Use of the Golden Ratio when modeling plants

LOL, yes the ratio comes from nature so using it to model natural things should make their look appear more natural. :)

February 22, 2017 02:46 AM
Norman Barrows

My first attempt didn't go so well.

I tried to use the golden ratio (222.5 degres) for rotation of quads when adding a layer to the middle of an existing plant mesh that was a bit thin in the center.

but that got me (values are normalized to 0-360):

0, 222.5, 85, 307.5, 170, 32.5, 255, 117.5, etc.

note the 0, 85, and 170. almost due north, east, and south. One i saw those near 90 degree angles, i decided this might not work, so i simply rotated them so it looked good. When all else fails, fake it as best you can.

February 22, 2017 04:35 PM
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