// Persistence of Vision Ray Tracer Scene Description File // File: .pov // Vers: 3 // Desc: 3D Fractal Experiment // Date: January 1, 1998 // Auth: J. Jason Sims // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions //scene camera camera { location <0.0 , 2.0 ,-3.0> look_at <0.0 , 0.0 , 0.0> } // create a regular point light source light_source { 0*x // light's position (translated below) color red 1.0 green 1.0 blue 1.0 // light's color translate <-20, 40, 20> } //texture used for julia fractal #declare swirl = texture { pigment { gradient x+y+z turbulence 0.1 octaves 7 omega 0.64 lambda 4.3 color_map { [0.00 color rgb<0.718, 0.078, 0.078>] [0.24 color rgb<0.718, 0.078, 0.078>] [0.43 color rgb<0.671, 0.906, 0.910>] [0.62 color rgb<0.702, 0.910, 0.671>] [1.00 color rgb<0.161, 0.141, 0.671>] } phase 0.4 frequency 2 scale <1.0, 2.0, 1.0> } normal { wrinkles 0.6 turbulence 0.4 phase 0.2 frequency 4 } finish { brilliance 1.6 specular 0.27 roughness 0.16 phong 0.14 phong_size 109 reflection 0.35 refraction 1.0 ior 1.36 } } // create a point "spotlight" (conical directed) light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color spotlight // this kind of light source translate <40, 80, 40> //position of light point_at <0, 0, 0> // direction of spotlight radius 5 // hotspot (inner, in degrees) tightness 50 // tightness of falloff (1...100) lower is softer, higher is tighter falloff 8 // intensity falloff radius (outer, in degrees) } // An infinite planar surface plane { y, // unit surface normal, vector points "away from surface" -1.0 // distance from the origin in the direction of the surface normal pigment { checker pigment{Black}, pigment{White} scale 2} } julia_fractal { <-.18,0.38,-0.475,-0.36> quaternion sqr max_iteration 20 rotate z*-90 texture { swirl } }
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