Tree Generator v1.14.0: weiche Astansaetze, schlankerer Stamm
Collar-Abfall von Exponent 6 auf 2.5 (bei ~7 Segmenten pro Ast war 6 nur einen Punkt breit = Widerhaken statt Uebergang). Trunk Radius 0.13 -> 0.085. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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schema_version = "1.0.0"
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schema_version = "1.0.0"
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id = "stylized_tree_generator"
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id = "stylized_tree_generator"
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version = "1.13.0"
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version = "1.14.0"
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name = "Stylized Tree Generator"
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name = "Stylized Tree Generator"
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tagline = "Parametrische Baeume, Palmen, Bueschen mit Wachstums-Stufen"
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tagline = "Parametrische Baeume, Palmen, Bueschen mit Wachstums-Stufen"
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maintainer = "D4rkst3r"
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maintainer = "D4rkst3r"
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Vendored
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-4
@@ -32,7 +32,7 @@
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"id": "stylized_tree_generator",
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"id": "stylized_tree_generator",
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"name": "Stylized Tree Generator",
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"name": "Stylized Tree Generator",
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"tagline": "Parametrische Baeume, Palmen, Bueschen mit Wachstums-Stufen",
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"tagline": "Parametrische Baeume, Palmen, Bueschen mit Wachstums-Stufen",
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"version": "1.13.0",
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"version": "1.14.0",
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"type": "add-on",
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"type": "add-on",
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"maintainer": "D4rkst3r",
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"maintainer": "D4rkst3r",
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"license": [
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"license": [
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@@ -48,9 +48,9 @@
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"Mesh",
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"Mesh",
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"Modeling"
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"Modeling"
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],
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],
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"archive_url": "./stylized_tree_generator-1.13.0.zip",
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"archive_url": "./stylized_tree_generator-1.14.0.zip",
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"archive_size": 16050,
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"archive_size": 16133,
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"archive_hash": "sha256:ea18fb63246eae4a764a4ef428d42363a80dabeaa88abfe1c9321f57e29caa6d"
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"archive_hash": "sha256:49347879e32dadc979f9ff513acf9f81cc0f0adb2d923c80a0e7e3706f910270"
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}
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}
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]
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]
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}
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}
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@@ -1,7 +1,7 @@
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bl_info = {
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bl_info = {
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"name": "Stylized Tree Generator",
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"name": "Stylized Tree Generator",
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"author": "D4rkst3r",
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"author": "D4rkst3r",
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"version": (1, 13, 0),
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"version": (1, 14, 0),
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"blender": (4, 2, 0),
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"blender": (4, 2, 0),
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"location": "View3D > Sidebar > Tree Gen",
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"location": "View3D > Sidebar > Tree Gen",
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"description": "Parametrischer Baum-/Palmen-/Busch-Generator (Geometry Nodes) mit Wachstums-Stufen",
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"description": "Parametrischer Baum-/Palmen-/Busch-Generator (Geometry Nodes) mit Wachstums-Stufen",
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@@ -28,7 +28,7 @@ OBJ_NAME = "StylizedTree"
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DEFAULTS = {
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DEFAULTS = {
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"Seed": 0,
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"Seed": 0,
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"Height": 5.0,
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"Height": 5.0,
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"Trunk Radius": 0.13, # schlanker Stamm; zu dick wirkt sofort "stumpf"
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"Trunk Radius": 0.085, # 5 m Baum ~17 cm Durchmesser; 0.13 wirkte staemmig
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"Bend": 0.5,
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"Bend": 0.5,
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"Taper": 0.9,
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"Taper": 0.9,
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"Branch Count": 9,
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"Branch Count": 9,
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@@ -63,7 +63,7 @@ DEFAULTS = {
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"Root Height": 1.1, # Hoehe (m) des Anlaufs; zu klein -> zu wenige
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"Root Height": 1.1, # Hoehe (m) des Anlaufs; zu klein -> zu wenige
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# Ringe liegen drin und man sieht nichts
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# Ringe liegen drin und man sieht nichts
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"Detail": 0.55, # skaliert alle Resample-Counts = Tri-Budget-Regler
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"Detail": 0.55, # skaliert alle Resample-Counts = Tri-Budget-Regler
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"Branch Collar": 0.4, # Ansatz-Verdickung: Uebergang Ast->Stamm (0 = aus)
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"Branch Collar": 0.55, # Ansatz-Verdickung: Uebergang Ast->Stamm (0 = aus)
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"Merge": 0.0, # 1 = Aeste per Voxel-Remesh mit dem Stamm verschmelzen
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"Merge": 0.0, # 1 = Aeste per Voxel-Remesh mit dem Stamm verschmelzen
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"Merge Voxel": 0.03, # Voxelgroesse (m): klein = feiner, aber teuer
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"Merge Voxel": 0.03, # Voxelgroesse (m): klein = feiner, aber teuer
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"Ribs": 0.0, # senkrechte Kanneluren (0 = glatt); Kaktus ~9
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"Ribs": 0.0, # senkrechte Kanneluren (0 = glatt); Kaktus ~9
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@@ -334,7 +334,10 @@ def build_group():
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ci.inputs[0].default_value = 1.0
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ci.inputs[0].default_value = 1.0
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L(spar_node.outputs["Factor"], ci.inputs[1])
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L(spar_node.outputs["Factor"], ci.inputs[1])
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cp = N("ShaderNodeMath"); cp.location = (x + 150, y - 160); cp.operation = 'POWER'
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cp = N("ShaderNodeMath"); cp.location = (x + 150, y - 160); cp.operation = 'POWER'
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cp.inputs[1].default_value = 6.0 # faellt schnell ab -> kein Trichter
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# Exponent NIEDRIG halten: bei ~7 Segmenten pro Ast ist ein hoher
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# Exponent nur EINEN Punkt breit -> sichtbarer Widerhaken statt
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# Uebergang. 2.5 verteilt die Verdickung auf 2-3 Segmente.
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cp.inputs[1].default_value = 2.5
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L(ci.outputs[0], cp.inputs[0])
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L(ci.outputs[0], cp.inputs[0])
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cm = N("ShaderNodeMath"); cm.location = (x + 300, y - 160); cm.operation = 'MULTIPLY'
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cm = N("ShaderNodeMath"); cm.location = (x + 300, y - 160); cm.operation = 'MULTIPLY'
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L(V["Branch Collar"], cm.inputs[0]); L(cp.outputs[0], cm.inputs[1])
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L(V["Branch Collar"], cm.inputs[0]); L(cp.outputs[0], cm.inputs[1])
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