// 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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