POV-Ray : Newsgroups : povray.animations : 3d fractal animation with error ? : 3d fractal animation with error ? Server Time
17 May 2024 07:27:06 EDT (-0400)
  3d fractal animation with error ?  
From: WaveMaster
Date: 21 Feb 2007 20:20:01
Message: <web.45dcee6c2c44236a2e80988e0@news.povray.org>
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>
}


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