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Nobody else seems to be posting one, so here one is :) It's an
isosurface plane with repeated cosine functions inside a #while loop.
Looks kind of like architecture in some way, terrestrial or not...
Questions, comments?
Here's the code:
isosurface{
function{
-z
#local V=1;
#while(V<60*2*4)
+min(
cos(atan2(x,y)*pi*V)/V*sqrt(x*x+y*y)
,cos(sqrt(x*x+y*y)*pi*V)/V
,cos(z*pi*V)/V
)+.1
#local V=V+V+.5;
#end
}
accuracy .002
max_gradient 5
contained_by{box{<-1,-1,-1>,<1,1,1>}}
pigment{rgb<.4 .7 .5>}
finish{phong 1 phong_size 50 brilliance 2 diffuse .8}
}
--
Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
Attachments:
Download 'isofract2.jpg' (81 KB)
Preview of image 'isofract2.jpg'
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From: Marc-Hendrik Bremer
Subject: Re: Late Friday Night Abstract (81kb jpg)
Date: 13 Jul 2002 05:52:57
Message: <3d2ff879@news.povray.org>
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Cool!
Marc-Hendrik
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Samuel Benge wrote:
> Questions, comments?
Nngh...urgh...*gyahhhh*
*drool splatters on the screen*
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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On Fri, 12 Jul 2002 23:27:47 -0700, Samuel Benge wrote:
> This is a multi-part message in MIME format.
> --------------070500080101060406010209
> Content-Type: text/plain; charset=us-ascii; format=flowed
> Content-Transfer-Encoding: 7bit
>
> Nobody else seems to be posting one, so here one is :) It's an
> isosurface plane with repeated cosine functions inside a #while loop.
> Looks kind of like architecture in some way, terrestrial or not...
>
> Questions, comments?
>
Very interesting image you got there, it'll give me something to think
about while I'm walking the dog thisafternoon, and thanks for the code.
--
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve
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Could be the top roof of a strange (extraterrestial?) culture temple.
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"Samuel Benge" <sbe### [at] caltelcom> wrote :
>
> Looks kind of like architecture in some way, terrestrial or not...
Clearly it's the entrance to a Dyson Sphere. I've seen dozens just like
it while Astral Traveling.
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now that is good!
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
---
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.373 / Virus Database: 208 - Release Date: 01/07/2002
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Okay, did a search on 'Dyson Sphere'. If my image were the entrance to
one, that means the engineers used copper, because it's green.
Somebody does need to render a Dyson Sphere, though. Maybe a type 1
(non-rigid), since that is the most likely kind to be created, although
creating many different orbiting/static habitats can be a little
difficult. Need to build a good macro for that....
Bill DeWitt wrote:
> "Samuel Benge" <sbe### [at] caltelcom> wrote :
>
>>Looks kind of like architecture in some way, terrestrial or not...
>>
>
> Clearly it's the entrance to a Dyson Sphere. I've seen dozens just like
> it while Astral Traveling.
>
>
>
--
Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
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In article <3D3### [at] caltelcom>,
Samuel Benge <sbe### [at] caltelcom> wrote:
> Okay, did a search on 'Dyson Sphere'. If my image were the entrance to
> one, that means the engineers used copper, because it's green.
If it was the entrance, it would be in vacuum, so the copper wouldn't
oxidize. It could be they just painted it or used some exotic alloy or
composite.
> Somebody does need to render a Dyson Sphere, though. Maybe a type 1
> (non-rigid), since that is the most likely kind to be created, although
> creating many different orbiting/static habitats can be a little
> difficult. Need to build a good macro for that....
How about a criswell instead? Much more room, and you could lengthen the
life of the sun by a few million years while you are at it.
A ringworld or a lot of ring orbitals seems more plausible though...
Actually, I was just recently thinking of doing a "hollow planet" type
image with an artificial sun in the center...not exactly a Dyson Sphere,
but close enough to make this surprising...
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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"Samuel Benge" <sbe### [at] caltelcom> wrote in message
news:3D3### [at] caltelcom...
> Okay, did a search on 'Dyson Sphere'. If my image were the entrance to
> one, that means the engineers used copper, because it's green.
No, it has some of the properties of copper, but it's a non-atomic type
material, with string-like nucleus and predetermined linear electron paths.
> Somebody does need to render a Dyson Sphere, though. Maybe a type 1
> (non-rigid), since that is the most likely kind to be created, although
> creating many different orbiting/static habitats can be a little
> difficult. Need to build a good macro for that....
I've rendered several different forms, including an animation of the
construction phase of a rather simplistic one. Maybe after I finish the wall
paper sized version of your isosurface I'm doing, I will re-run one of
those. Because, of course, I just finished erasing most of my renders last
week to make room on my HD.
The problem with rendering Dyson spheres is that at the distance needed
to see any significant fraction of the object, all detail is gone.
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