|
|
The following example of a 3D-fractal animation does not work as expected.
The animation rotates a 3D-fractal around the y-axis. When you render the
animation (25 fps), you will see a 3D-fractal, rotating around the Y-axis,
but additionally you will see an inner move/flow of the fractal itself.
This inner-move makes a jump in speed and direction when you reach a
special position. This happens between frame 535 and frame 536 of an
animation with 4000 frames.
Between frame 535 and 536, the inner-move of the fractal is suddenly
increased
and the direction of the inner-move is reversed. Too see this effect, render
an animation from frame 500 up to frame 560 with a resolution of at least
720x576 with Anti-Alias 0.3 on. (PovRay 3.6.1.c Windows version)
How can I suppress/avoid this strange change in speed and direction of the
inner move/flow of fractal ??
Is there an error in the 3D-fractal calculation ??
Full example:
// Insert in povray.ini
Initial_Frame = 1
Final_Frame = 4000
Cyclic_Animation = on
Subset_Start_Frame= 500
Subset_End_Frame=560
#include "chars.inc"
#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "shapesq.inc"
#include "stones.inc"
#include "stones1.inc"
#include "stones2.inc"
#include "stars.inc"
#include "skies.inc"
#include "metals.inc"
global_settings {
number_of_waves 10
assumed_gamma 1.0
max_trace_level 10
adc_bailout 0.006
max_intersections 80
photons {
count 40000
media 100
gather 30, 120
autostop 0
jitter .4
}
}
camera{
location <0, -66,-650> // position of camera <X Y Z>
sky y
up <0, 1, 0> // which way is +up <X Y Z>
right <-1.77 0.0 0.0> // which way is +right <X Y Z> and aspect ratio
look_at <0.0, 0, 0> // point center of view at this point <X Y Z>
}
light_source{
<0,-66,-380>
color rgb 1.5
}
julia_fractal{
<-0.5664, 0.5106, 0.0224, -0.3024>
precision 50
max_iteration 38
quaternion
sqr
hollow on
texture {
pigment{
rgb <1,1.0,1.0>
}
finish {
ambient 0.05
metallic 0.4
}
}
rotate <-2,19,0>
rotate <0,0,-10>
scale <250, 250, 1000>
rotate<0,90+clock*360*1,0>
}
Post a reply to this message
|
|