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[Oops, I did it again, posting binaries to a non-binary group. Bad
waggy! I really should get more sleep.]
This is just to let y'all know I am changing the function to accept an
additional phase parameter* that allows generating four variations of
the mandelbulb, and can be used to smoothly vary among them. The
function previously used what is known as the "Cosine Variation", which
corresponds to phase=-pi/2.
I'll recompile tonight, and do a little something to eliminate the
near-duplicate scene files, then repost the zip. Meanwhile, below is
mbsdl_standalone.pov with the new function.
~David
*Paul Nylander came up with this phase parameter.
http://www.fractalforums.com/videos/3d-mandelbrot-set-phase-shift-animations/
More information about the mandelbulb formula variations can be found on
his website.
http://www.bugman123.com/Hypercomplex/index.html
//--- Start of file ---
// Persistence of Vision Ray Tracer Scene Description File
// File: mbsdl_standalone.pov
// Vers: 3.6, 3.7
// Desc: Minimal Stand-alone Mandelbulb Scene Example
// Date: 12/18/09
// Auth: David Wagner
// Cite: http://www.skytopia.com/project/fractal/2mandelbulb.html
// WARNING: Declare this function definition first in a scene.
// WARNING: This recursive function is invalid SDL and can crash POV-Ray.
#declare mbsdl_recurse = function( mbsdl_r_p_r, mbsdl_r_p_theta,
mbsdl_r_p_phi, mbsdl_r_phase, mbsdl_r_i,mbsdl_r_i_bailout,
mbsdl_r_r2_bailout, x,y,z, mbsdl_r_x,mbsdl_r_y,mbsdl_r_z) {
select(mbsdl_r_i > mbsdl_r_i_bailout | pow(mbsdl_r_x,2) +
pow(mbsdl_r_y,2) + pow(mbsdl_r_z,2) >mbsdl_r_r2_bailout, 0,
mbsdl_recurse( mbsdl_r_p_r,mbsdl_r_p_theta, mbsdl_r_p_phi,
mbsdl_r_phase, mbsdl_r_i+1,mbsdl_r_i_bailout, mbsdl_r_r2_bailout, x,y,z,
x + pow(pow(mbsdl_r_x,2) + pow(mbsdl_r_y,2) + pow(mbsdl_r_z,2)
, 0.5*mbsdl_r_p_r)
* cos( atan2(mbsdl_r_y, mbsdl_r_x) * mbsdl_r_p_theta )
* cos( atan2(mbsdl_r_z, sqrt(pow(mbsdl_r_x,2) +
pow(mbsdl_r_y,2)) )
* mbsdl_r_p_phi + mbsdl_r_phase),
y + pow(pow(mbsdl_r_x,2) + pow(mbsdl_r_y,2) + pow(mbsdl_r_z,2)
, 0.5*mbsdl_r_p_r)
* sin( atan2(mbsdl_r_y, mbsdl_r_x) * mbsdl_r_p_theta)
* cos( atan2(mbsdl_r_z, sqrt(pow(mbsdl_r_x,2) +
pow(mbsdl_r_y,2)) )
* mbsdl_r_p_phi + mbsdl_r_phase),
z + pow(pow(mbsdl_r_x,2) + pow(mbsdl_r_y,2) + pow(mbsdl_r_z,2)
, 0.5*mbsdl_r_p_r)
* sin( atan2(mbsdl_r_z, sqrt(pow(mbsdl_r_x,2) +
pow(mbsdl_r_y,2)) )
* mbsdl_r_p_phi + mbsdl_r_phase)
),
1/( mbsdl_r_i+log(log(mbsdl_r_r2_bailout) /
log((mbsdl_r_i>(mbsdl_r_i_bailout-1))+pow(mbsdl_r_x,2)+pow(mbsdl_r_y,2)+pow(mbsdl_r_z,2)))
/ log(mbsdl_r_p_r) )
)//end recursion select loop
};
#declare f_mandelbulb = function(x,y,z, mbsdl_f_p_r, mbsdl_f_p_theta,
mbsdl_f_p_phi, mbsdl_f_phase, mbsdl_f_i_bailout, mbsdl_f_r_bailout){
mbsdl_recurse( mbsdl_f_p_r, mbsdl_f_p_theta,
mbsdl_f_p_phi,mbsdl_f_phase,1,int(mbsdl_f_i_bailout-1),
pow(mbsdl_f_r_bailout,2), x,y,z, x,y,z)
};
isosurface {
function{f_mandelbulb(x,y,z, 8,8,8,-pi/2, 3, 3)}
threshold 1/3.1
max_gradient 20
accuracy 0.001
contained_by{sphere{<0,0,0>,1.2}}
texture{
pigment{rgb<1,1,1>}
}
}
light_source {
<-30, 30, -30>
color rgb <1, 1, 1>
}
camera {
location <0.0, 0.5, -4.0>
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
//--- End of File ---
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