subterrains, i.e. duplicates terrain and erases all faces which do not obey to certain height/slope constraints… might be usefull, but I’m not really sure
vertex clouds, i.e. to each face of a subterrain a given density of vertices (can be less tan 1) is associated and vertices created. Then you can duplivert trees at vertex positions.
a very nice (automatic) upgrade to tree-pointcloud would be auto-breakup of it to 2-4 sub-pointclouds, if someone has, say, 4 different tree meshes or alpha-planes for diversified look? that would round up the functionality quite nice?
well a sort of a hijack here, but I gotta ask the experts this one: I was upgrading the (klopes?) terrynoise script to work with Blender.Noise and there’s something: namely old dynoise.InitNoise(yowza) has seeded all noises, but new Noise.setRandomSeed(yowza) seems to affect only Noise.random().
if you are writing a tutorial, you could add (if you have one) a nice technique to do good-looking trees. cuz 200 lsystem-trees would be a bit slow to render, eh? I’m thinking of some lowpoly trees… or render 1 lsystem tree in rgba, and map it to a plane that gets dubliverted? well would be an idea… > got no blender here at work. so I’m gonna put up an example, to see how it looks like
The Blender noise module is not an exact copy of dynoise, fastnoise is missing for instance (which was something I made more for realtime stuff, so wasn’t much use for python anyway). All the noise functions are now used as textures in Blender, the python functions are just wrappers for the texture noise functions. For this reason you can’t reseed the noise generators, as this would altter your renders. That might seem a cool feature, but you don’t want a different picture everytime you render. This is also important for cross platform portability, for this reason the numbers used for the noise generators are all in lookup tables. So that’s why it can only be used for the random number generator.
Thanks, Eeshlo, I suspected there would be a certain reasoning behind this, but yeah controlable fixed-seed option as was with InitNoise would be nice for mesh generators to keep them more under control.