Procedural Trees as Isosurfaces
To demonstrate the capabilities of the advanced metaballs described in the last post, it seems fitting that I should try to model something not easily modeled with standard metaballs. Trees certainly come to mind. The asymmetric and non-axis-aligned qualities of tree models make them difficult to recreate with isosurfaces.
With the power of advanced metaballs and a few hours of work, I was able to come up with some shapes that resemble alien-like trees. No, they're not perfect evergreens, but they're a start. They're a heck of a lot more interesting than the cylinders with billboarded leaves that you see in many low-budget games. Most importantly, however, they show that complex mesh are possible with metaballs.