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Arbaro - tree generation for povray

Arbaro - tree generation for povray

KOPILOT - Tutoriels HD en francais - Video formation - Blender 3D - Accueil lsystem Summary A simple implementation of Lindenmayer systems (also called L-systems, substitution systems) is provided. In basic form, a Lindenmayer system consists of a starting string of symbols from an alphabet, and has repeated transitions applied to it, specified by a list of transition search-and-replace rules. In addition to the standard formulation, two alternative implementations are included: sequential systems, in which at most one rule is applied; and tag systems, in which the transition only takes place at the beginning and end of the string. Despite being implemented entirely in Python, for reasonable rules on a modern machine the system is capable of running thousands of generations per second. Lindenmayer systems are found in artificial intelligence and artificial life and can be used to generate fractal patterns (usually via mapping symbols from the alphabet to turtle commands), organic looking patterns that can simulate plants or other living things, or even music. Introduction

BlenderArt Magazine Modelling an aircraft - Tutorial in progress Some people have requested for a tutorial about modelling an aircraft. These are the first paragraphs of that tutorial. I will keep adding stuff to this post as soon as possible. Take into account that the process here described is in fact my way of modelling an aircraft, with the acknowledgement of Blender I have and as EASL student I'm. The aircraft chosen this time is a Policarpov I-15 Chato. The blueprints of this aircraft can be found here: 2.1 Add the blueprint named I1 as background in a front view (3 Key num). The blueprints are in PCX format. The cross sections are different in each side of the vertical axis. For example, in the E-E case, only part of the fuselage section is made of straight panel, whereas the other part is probably made of curved metal. 2.3 You cursor must be set in the empty object's center. 2.4 Move the vertices according to the blueprint. Make reference object (axis, alignments, etc) and keep them!

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