Trees in Rust

http://i.imgur.com/IIghzVy.jpg[/T]

What follows is a collection of thoughts about trees that attempts to link dots between computer generated worlds and the art of bonsai.

The ultimate goal of growing a Bonsai (like this picture, which is John Naka’s - Goshin) is to create a miniaturized but realistic representation of nature in the form of a tree.

So perhaps a man made world, in a computer game (like Rust), has some similarities?

[T]http://i.imgur.com/T2oVMtH.jpg?1[/T]

[T]http://i.imgur.com/MxffcuD.jpg[/T]

Lets start with a TL;DR

What if, like this image by John Naka, the Rust engine, simplifies tree placement by classifying the type of tree based on the gradient of the ground.

So…

ANGLE TREE TYPE

0-15 Straight Trunk, broom, twin trunks
15-30 Slanted
30-45 Informal upright
45-60 Semi Cascade
60-75 Formal Cascade
75-90 informal Cascade
90-115 Informal Cascade
115-130 Formal Cascade
130-145 Semi Cascade
145-160 Informal upright
160-175 Slanted
175-190 Straight Trunk, broom, twin trunks

Would this give a more diverse selection of trees, and some natural symmetry within the final landscape, much like nature?

  • Add Literati and Windswept styles at the highest, most windswept points
  • Broom and twin trunk styles for diversity in the 0-15 degrees (forests too)
  • Smaller version of trees, render on rocks?

[T]http://i.imgur.com/J0SenG7.jpg[/T]

I’ll waffle now:

There are many factors which will influence how a tree’s shape will develop, Naka’s image simplifies things to the first three:

  • Height (above sea level)

  • Incline

  • Sun path

  • Wind

  • Soil

  • Moisture

So in a 3D world, by simplifying these factors to gradient (and occasionally height) do we gain some natural symmetry that imitates nature?

Naka’s brilliance was that he looked and studied nature and particularly, tree growth for so long he managed to decode it and combine that knowledge with his own creativity, the results are incredible.

[T]http://i.imgur.com/7Ija5jl.jpg[/T]

crappy 2d previsualisation

[T]http://i.imgur.com/1T4wR2L.jpg[/T]

can trees be placed on rocks too?

[T]http://i.imgur.com/A6rIA2R.jpg[/T]

Yamadori - Japanese term for a tree collected from the wild mountain, or a tree dwarfed “in the wild” by natural circumstances.

Root Over rock style (not listed above) would make good landmarks

[T]http://i1237.photobucket.com/albums/ff463/lnvinh10/lsrhwfy2.jpg[/T]

[T]http://2.bp.blogspot.com/-kaC8WGDK9_I/UjDE6jKQZeI/AAAAAAAAErI/Cy3zvGoTTFw/s1600/sculpture-1-600x824.jpg[/T]

[T]http://i.imgur.com/EEtzHKn.jpg?1[/T]

forests look great already

[T]http://i.imgur.com/9nuYR8i.jpg?1[/T]

gradients need variety?

[T]http://i.imgur.com/uRm4qFG.jpg?1[/T]

straight

[T]http://i.imgur.com/oqHu4j7.jpg?1[/T]

[T]http://i.imgur.com/D09DZM3.jpg[/T]

if trees came to life…

…they have the ghillie…

Tree creature by Scott McSorley

[T]http://i.imgur.com/jt5DKBm.jpg[/T]

root tea could make the drinker able to control tree NPCs

[T]http://i.imgur.com/Peug6vB.jpg[/T]
John Naka
and some of his trees

[T]http://i.imgur.com/w1Lmr5R.jpg[/T]

[T]http://i.imgur.com/4CZoYwK.jpg[/T]

[T]http://i.imgur.com/l01BpfM.jpg[/T]

Naka’s image seems to have a Golden ratio built into it.

maybe, what he’s really saying is, ‘Nature exists in symmetry with itself’

His book Bonsai Techniques Vol I can be read online here:

http://www.slideshare.net/xiamujahid/bonsai-technique-vol1-by-john-yoshio-naka

he was nuts on fibonacci (see below)

The procedural maps are amazing in Rust, perhaps using Naka’s rules trees could be made procedurally?
He was quite specific, what follows are some images from his
Bonsai Techniques Vol I, describing tree proportions and branching.

[T]http://i.imgur.com/zmTyKcW.jpg[/T]

[T]http://i.imgur.com/wASvgU8.jpg[/T]

[T]http://i.imgur.com/LGFv3ua.jpg[/T]

[T]http://i.imgur.com/LGFv3ua.jpg[/T]

[T]http://i.imgur.com/IEaE3xL.jpg[/T]

[T]http://i.imgur.com/F9JAOma.jpg[/T]

[T]http://i.imgur.com/wN0evA2.jpg[/T]

[T]http://i.imgur.com/DCnmpbI.jpg[/T]

[T]http://i.imgur.com/ArLZrpH.jpg

TL;DR

What if like this image by John Naka, the Rust engine, simplifies tree placement by classifying the type of tree based on the gradient of the ground.

Would this give a more diverse selection of trees, and some natural symmetry within the final landscape, much like nature?

Could trees be made the enemy?

Could trees be generated procedurally?

IMGUR Gallery here:

This was very interesting to read.

Personally I’m really hoping that they add the SpeedTree Middleware which is supported by Unity 5. This middleware already does a great job at solving the most common problems with trees afaik.

But no, I don’t wanto to have trees as my enemy. Trees are my friends :smiley:

Jesus christ dude. I haven’t read this yet, but I will over time. Very impressive post.

The twitter says they are adding cactus right now, so thats a step in your suggested direction…sort of.

One of the greates Idea`s i have seen in this forum

If there was a rare occurrence for a cedrus libani that would be pretty cool. They look pretty similar to your examples, but monstrous.