Pipes And Trees
The pipes were quite clearly the next largest challenge. It was theoretically
possible to create the necessarily complexity by extruding a disk along a single
complex path. But the truth of the matter was that a) I was unsure of the best
distribution of pipes in space to create the effect I wanted and b) a path would
not provide sufficient visual cues when working in the detail editor to be sure
of what the result would be. I needed an incremental method to build the pipe
complex. So I fell back on my programming background to decompose the problem
into simpler subproblems. I built a parts kit.
The pipe parts kit was based on a cylinder and pieces from a torus. The pieces
were 90 degree and 180 degree sections of a torus. It was essential to do a
Make Sharp Edges on the ends of the cylinder and the torus sections, otherwise
the Phong shading that made the rest of the pipe look so good would obscure
their fitting together. I also made a few compound parts, like an S pipe from
two 180 degree curves, a J pipe from a cylinder and a 90 degree curve, and a
twisted curve from two out-of plane 90 degree curves.

Pipe Kit Elements and Sample Assembly
The most difficult part of using the kit was making sense of what I was assembling.
Rotating the perspective view on a frequent basis was essential, as was using
all three isometric views for ensuring that components lined up properly. So
I took a multi leveled approach and built subunits of the pipe complex, then
copied / pasted them and shifted / rotated them to create combined pipe systems.
I also started with a cube at the center of the array so that I could contour
the pipes around the edges of the cube.
The tree trunk kit was similar, except that the basic component was an extrude
of a disk along a slightly sinuous path (with a slightly smaller destination
size). Actually, the tree was easier than the pipe kit, because a single base
component was all that was needed. A forked branch could easily be produced
by combining / rotating in space two or more of the base components.
In both of these cases however, it was essential to minimize the polygon count
of the base components, as I found with my first experiment in placing a pipe
complex in the building. Even with 30Mb of RAM in my Amiga, I ran out of memory
for the rendering. So I went back and rebuilt the base kit with half the number
of faces in each direction of the torus (12 rather than 24), and reconstructed
the pipe complex with the new kit.
It was annoying to discover that it was much harder to fill the interior of
the building with pipes in a way that would make the windows appear full of
pipes. Eventually, I found it necessary to carefully place a smaller complex
in the desired locations for the sight lines that camera would use. This left
much of the interior empty, but led to a much more satisfactory appearance with
a lower polygon count.
As for the trees - the trunk and branches turned out to be only half the problem.
At this point, I only knew that I wanted trees and either water droplets or
a glass globe of some kind. I tried a branch hung near the camera, with two
water drops, but the result was somber and at variance with the integration
of technology with nature that was to be at the basis of this work. I realized
that, to attain the appropriate symbolism, I needed living trees and I needed
to show them as connected to the building in some fashion. But living trees
meant foliage.
I decided to try using particle systems for the foliage. I had long thought
that a pair of nested particle systems could give the multilevel appearance
of foliage, without generating a drastically higher polygon count. This indeed
turned out to be the case, although the development of the concept was not without
its difficulties.
In the end I found several concepts which were useful:
- A sphere with a high polygon count (24 / 24 or 24 / 48) was needed as the
basis.
- Stagger points made a more irregular (and thus more natural) appearance.
- A simple leaf was sufficient (two triangles at an angle).
- The outer shell was generally done best with the particles at small size
and random orientation, while the inner shell could be done the same way or
with particles of random size and random orientation - however, in this case
the inner shell had to be made smaller to allow for the potentially large
size of the inner polygons. This was not, however, a hard and fast rule.
- The inner shell could be a duplicate of the outer shell (in the case of
the cedar tree, this and the use of an identical seed allowed for the appearance
of the growth margin of the cedar).
- Once the outer shell was created, it was a good idea to go into lasso points
mode and randomly select points from the shell and scale them; first out,
then a new set of points and scale in. Move could also be used on these random
areas, which would break up the areas of foliage into clumps (larger polygons
equate to open space when the particle size is constant (small, large, or
specified)), as could rotate, though one had to be more careful with rotate
to not do something inappropriate. Such a randomly deformed outer shell could
then be copied, pasted, scaled smaller, and rotated (usually around Z) to
make a reasonable inner shell.
My greatest disappointment was to find that the particles only would take on
the geometry of the object assigned to the particle. I had hoped to be able
to use a filter mapped leaf object (a plane) as a particle, but that only gave
me blank polygons with the attributes of the particalized main object. However,
for trees at some distance, this was not a problem, as even a simple leaf geometry
sufficed.
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| Cedar inner shell |
Cedar with outer shell |
As I developed the concept of the image further, I decided to connect a tree
just beyond the building to the building, using the suggestion of an underground
pipe. Originally, that led me to consider a tree (in this case a cedar) actually
growing from a pipe on the wall, but a lighting analysis (that is, a quickrender)
showed that the lighting just didn't work for that. It also lacked a certain
excitement that I thought was needed.

"Electricity Of Life" before the electricity (Scanline quickrender)
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