// 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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