// PoVRay 3.6 Scene File "fractal.pov" // author: Florian Simon // date: 2011/10/17 //-------------------------------------------------------------------------- #if ( version < 3.7 ) global_settings{ assumed_gamma 1.0 } #end #default{ finish{ ambient 0.1 diffuse 0.9 }} //-------------------------------------------------------------------------- #include "colors.inc" #include "textures.inc" #include "glass.inc" #include "metals.inc" #include "golds.inc" #include "stones.inc" #include "woods.inc" #include "shapes.inc" #include "shapes2.inc" #include "functions.inc" #include "math.inc" #include "transforms.inc" //-------------------------------------------------------------------------- // camera ------------------------------------------------------------------ #declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75 // front view location <0.0 , 1.0 ,-9.0> right x*image_width/image_height look_at <0.0 , 1.2 , 0.0>} #declare Camera_1 = camera {/*ultra_wide_angle*/ angle 75 // diagonal view location <2.0 , 3.5 ,-7.0> right x*image_width/image_height look_at <-1.0 , 1.2 , 0.0>} #declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right side view location <3.0 , 1.0 , 0.0> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} #declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90 // top view location <0.0 , 3.0 ,-0.001> right x*image_width/image_height look_at <0.0 , 1.0 , 0.0>} camera{Camera_1} // sun --------------------------------------------------------------------- light_source{<1500,2500,-2500> color White} // sky --------------------------------------------------------------------- plane{<0,1,0>,1 hollow texture{pigment{ bozo turbulence 0.85 scale 1.0 translate<5,0,0> color_map { [0.5 rgb <0.20, 0.20, 1.0>] [0.6 rgb <1,1,1>] [1.0 rgb <0.5,0.5,0.5>]} } finish {ambient 1 diffuse 0} } scale 10000} //------------------------------ fog{distance 300000 color White} // sea --------------------------------------------------------------------- plane{<0,1,0>, 0 texture{Polished_Chrome normal { crackle 0.15 scale <0.35,0.25,0.25> turbulence 0.5 } finish { reflection 0.60 }}} //-------------------------------------------------------------------------- //---------------------------- objects in scene ---------------------------- //-------------------------------------------------------------------------- // linear prism in z-direction: from ,to ,number of points (first = last) #macro Fractal (D) difference{ prism { -(D/2) ,(D/2) , 4 <-3.00, 0.00>, // first point < 3.00, 0.00>, < 0.00, 4.50>, <-3.00, 0.00> // last point = first point!!!! rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction! Don't change this line! texture { pigment{color Orange} finish { phong 1.0 reflection 0.04 } } // end of texture scale <1.00, 1.00, 1.00> rotate<0,0,0> translate<0.00, 0.00, 0.00> } // end of prism -------------------------------------------------------- prism { -(D/2)-0.01 ,(D/2)+0.01 , 4 <0.00, 0.00>, // first point < 1.50, 2.25>, < -1.50, 2.25>, <0.00, 0.00> // last point = first point!!!! rotate<-90,0,0> scale<1,1,-1> //turns prism in z direction! Don't change this line! texture { pigment{color Orange} finish { phong 1.0 reflection 0.04 } } // end of texture scale <1.00, 1.00, 1.00> rotate<0,0,0> translate<0.00, 0.00, 0.00> } // end of prism -------------------------------------------------------- translate<0,0.5,0> } // end of difference -------------------------------------------------------- #end object { Fractal (0.5) rotate<0,clock*180,0> } sphere{ <0,0,0>, 0.25 texture { pigment{ rgb<1,0,0>} finish { diffuse 0.9 phong 1} } // end of texture scale 2 translate< 3.0, 2, 0> rotate < 0, -360*clock, 0>// <-!!!! translate<-3.0,0,0> } // end of sphere --------------- //----------------------------------- end