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It is actually: yPos = ((xPos*xPos)/((xPos*xPos)-1)), I just
said -x*x/x*x-1 to keep it simple. As for the focal blur, I didn't use
anything other than the basic shape, and a simple texture (and I think it
was the texture that caused the blur, I noticed that too). The reason I
mentioned calculus was because this was an example in my calculus text book.
The whole scene, if you are interested was:
camera {
location <1,1,-5>
look_at <0,-1.5,0>
}
light_source { <4,1,-6> rgb <1,1,1> }
light_source { <0,-1,0> rgb <.5,.2,.2> }
#declare xPos = 0;
#while (xPos < 16)
#declare yPos = ((xPos*xPos)/((xPos*xPos)-1));
#declare rot = 0;
#while (rot < 360)
sphere {
<xPos,-yPos,0>, .1
texture {
pigment {
bozo
turbulence 1
colour_map {
[0.0 rgb <.9,0,0>]
[0.5 rgb <.7,0,0>]
[1.0 rgb <.9,0,0>]
}
}
finish {
specular .2
roughness .2
}
scale .06
}
rotate <0,rot,0>
}
#declare rot = rot + 10;
#end
#declare xPos = xPos + .1;
#end
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