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I've started with refer{} patch inspired by some posts from p.u-p but at first I
had to proof to me that it is necessary and need something to testing. This way
I've created universal macro for creating the most popular fractals. I think it
is good to share. Macro after moment at p.b.s-f but here are sample files
generated with it.
sample1.jpg - trivial fractal as mesh (triangles as leafs)
sample2.jpg - fractal as union (spheres as leafs)
sample3.jpg - fractal as union (spheres as leafs and branches)
sample4.jpg - cantor set as mesh
sample5.jpg - pigment as fractal (I'm sure my engine could be used to generate
isosurfaces and with some noise it could generate fine plants)
sample6.jpg - do you want snow ? - to make bigger recursion limit I used fractal
of fractals (union of meshes)
sample7.jpg - counting of branches and leafs to show power of engine
sample8.jpg - this is the most interesting for me - it is one blob with simple
pigment pattern - begining to experiment for others
sample9.jpg - this I chose to experiment with my refer{} patch - even with union
of meshes it still has bad appearance - what about fast thicket of fern ?
patching in progress...
I have problem with upload this post with images therefore I've splitted
attachment to next posts
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#macro Sig(A,B,X)_(A,B)_(B,X)_(X,A)#end#macro _(A,B)cylinder{<A.x,A.y,3>,<B.u,
B.v,3>.1,9}#end global_settings{max_trace_level 9}light_source{0 1}camera{up y
*4right-3*x}blob{_(<3,1>,<1,-5>)_(<2,-2>,<4,-2>)Sig(x,<-1,1.5>,<1,3>)_(z-1,z-4
)pigment{rgb 1}}box{-3 3pigment{rgb 0}finish{reflection 1}hollow} // POV-Ray31
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