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Warp wrote:
> Don't confuse the 4-dimensional julia fractals (which the julia_fractal
>object is) with regular 2-dimensional julia fractals.
> If you want regular 2-dimensional julia fractals, there's a pattern for
>that in MegaPov.
Is that anything like the mandel pattern in standard official
PovRay?
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Pete <Pet### [at] nymaliasnet> wrote:
:> If you want regular 2-dimensional julia fractals, there's a pattern for
:>that in MegaPov.
: Is that anything like the mandel pattern in standard official
: PovRay?
It's exactly like mandel in official povray.
But it (and mandel as well) has extra coloring options.
There are also many more fractal patterns: mandel3, mandel4, julia3, julia4,
magnet1m, magnet1j, magnet2m and magnet2j.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 22 Oct 2000 20:26:57 -0500, Pete <Pet### [at] nymaliasnet> wrote:
>> Don't confuse the 4-dimensional julia fractals (which the julia_fractal
>>object is) with regular 2-dimensional julia fractals.
>> If you want regular 2-dimensional julia fractals, there's a pattern for
>>that in MegaPov.
>
> Is that anything like the mandel pattern in standard official
>PovRay?
Yes, it's much along the same lines. Warp coded it, as well as a few
other types of fractals and their parameters.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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Peter Popov wrote:
> > Is that anything like the mandel pattern in standard official
> >PovRay?
>
> Yes, it's much along the same lines. Warp coded it, as well as a few
> other types of fractals and their parameters.
Warps Mandelbrot shape code
camera{location<1,2,2>look_at 0}light_source{z*9+y*9,1}#local Z=-1;#while(Z<1)
#local X=-2;#while(X<1)#local r=X;#local i=Z;#local n=0;#while(n<1&r*r+i*i<4)
#local a=2*r*i+Z;#local r=r*r-i*i+X;#local i=a;#local n=n+.05;#end sphere{
<X,n/2,Z>.02 pigment{rgb<1,n,0>}}#local X=X+.02;#end#local Z=Z+.02;#end
Mark Wagner's - requires mega-pov 0.5
camera{location<yes,yes+on,yes+true> look_at -u }light_source{9-9*x
yes}#declare Z=-true;#while(Z<on)#declare X=-2;#while(X<true)#declare
r=X;#local i=Z;#version clock;#while((version<true)&(((r*r)+(i*i))<4))#local
a=((2*r*i)+Z);#local r=((r*r)-(i*i)+X);#local i=a;#version
(version+.05);#end sphere{<(X),(.5*version),(Z)>.02 pigment{ color
((z*version)+v+(x*(1-version)))}}#declare X=(X+.02);#end#local
Z=(Z+.02);#end
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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I think that Peter was talking about the fractal patterns (coded in the
povray source code).
For example:
pigment
{
julia <0.353, 0.288> 30
color_map { [0 rgb 0][0.2 rgb x][0.4 rgb x+y][1 rgb 1][1 rgb 0] }
fractal_interior_type 1, 1
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 26 Oct 2000 04:14:30 -0400, Warp <war### [at] tagpovrayorg> wrote:
> I think that Peter was talking about the fractal patterns (coded in the
>povray source code).
> For example:
>
> pigment
> {
> julia <0.353, 0.288> 30
> color_map { [0 rgb 0][0.2 rgb x][0.4 rgb x+y][1 rgb 1][1 rgb 0] }
> fractal_interior_type 1, 1
> }
Yup, these are the ones I had in mind.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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Peter Popov wrote:
>
> On 26 Oct 2000 04:14:30 -0400, Warp <war### [at] tagpovrayorg> wrote:
>
> > I think that Peter was talking about the fractal patterns (coded in the
> >povray source code).
> > For example:
> >
> > pigment
> > {
> > julia <0.353, 0.288> 30
> > color_map { [0 rgb 0][0.2 rgb x][0.4 rgb x+y][1 rgb 1][1 rgb 0] }
> > fractal_interior_type 1, 1
> > }
>
> Yup, these are the ones I had in mind.
I knew that but as my examples show there are always alternatives :)
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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