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After seeing the city entry I got so depressed I don't think I will be
making any attempt at competing... :)
Anyways, here's a lame attempt I was playing with. I will not send this
one because it's so simple, so I'll just post it here and give my
congratulations to the first who figures out how it is done (in 256 bytes).
Extra bonus to anyone who posts a code creating a similar image (as
similar as possible, of course). :)
Post a reply to this message
Attachments:
Download 'MandZoom.jpg' (39 KB)
Preview of image 'MandZoom.jpg'

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Looks like a mandelbrot viewed in a mirror, or something...
Though I can't figure out that blur effect. Very cool.
I can't imitate it, but by coincdedence another idea I was working on looks
kinda similar:
sky_sphere{pigment{average pigment_map{[1 agate scale 3][-.4
granite]}}}sphere{z*9,1 finish{reflection{,1}}normal{granite}}
--
Tek
www.evilsuperbrain.com
"Warp" <war### [at] tag povray org> wrote in message news:40389ae0@news.povray.org...
> After seeing the city entry I got so depressed I don't think I will be
> making any attempt at competing... :)
>
> Anyways, here's a lame attempt I was playing with. I will not send this
> one because it's so simple, so I'll just post it here and give my
> congratulations to the first who figures out how it is done (in 256 bytes).
> Extra bonus to anyone who posts a code creating a similar image (as
> similar as possible, of course). :)
>
Post a reply to this message
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Warp wrote:
> After seeing the city entry I got so depressed I don't think I will be
> making any attempt at competing... :)
You may be right. Probably it was a bad move to publish a preview of
the SCC in this group.
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"andrel" <a_l### [at] hotmail com> wrote in message
news:403### [at] hotmail com...
> Warp wrote:
>
> > After seeing the city entry I got so depressed I don't think I will be
> > making any attempt at competing... :)
> You may be right. Probably it was a bad move to publish a preview of
> the SCC in this group.
Heh, yeah, but you guys are lucky -- I already got mine in before Tek blew
my mind :-)
Post a reply to this message
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In article <40389ae0@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> Anyways, here's a lame attempt I was playing with. I will not send this
> one because it's so simple, so I'll just post it here and give my
> congratulations to the first who figures out how it is done (in 256 bytes).
> Extra bonus to anyone who posts a code creating a similar image (as
> similar as possible, of course). :)
Interesting. Hard to focus on...and the center seems to move a bit.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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Christopher James Huff wrote:
> Interesting. Hard to focus on...and the center seems to move a bit.
>
i think this is because he used red and blue. the human eye has problems
focusing on both at the same time for some reasing i cannot quite remember.
bye
Marc
--
---------------------------------
and god said: let there be a light_source { location SUN look_at EARTH,
rgb SUNLIGHT }
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In article <4038f7cc$1@news.povray.org>,
Marc Roth <mar### [at] rothconsult com> wrote:
> > Interesting. Hard to focus on...and the center seems to move a bit.
> i think this is because he used red and blue. the human eye has problems
> focusing on both at the same time for some reasing i cannot quite remember.
Dispersion. Red and blue are at opposite ends of the spectrum, and are
refracted by fairly different amounts, so you can only have one in sharp
focus at a time. In this case, a lot of it seems to be my eyes trying to
focus on something that really is blurred. It might just be me, my
natural vision is pretty bad and I wear contacts.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
Post a reply to this message
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"Warp" <war### [at] tag povray org> wrote in message
news:40389ae0@news.povray.org...
> After seeing the city entry I got so depressed I don't think I will be
> making any attempt at competing... :)
>
> Anyways, here's a lame attempt I was playing with. I will not send this
> one because it's so simple, so I'll just post it here and give my
> congratulations to the first who figures out how it is done (in 256
bytes).
> Extra bonus to anyone who posts a code creating a similar image (as
> similar as possible, of course). :)
I think this could be a great entry. I'm guessing you did it something like
this:
#include "functions.inc"
plane
{
z, 1
pigment
{
mandel 1000
interior 1, 1
translate <-0.4021, 0.2, 0>
scale 100
}
finish
{
ambient 1
}
}
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"Dan P" <dan### [at] yahoo com> wrote in message
news:40397a4b@news.povray.org...
> "Warp" <war### [at] tag povray org> wrote in message
> news:40389ae0@news.povray.org...
> > After seeing the city entry I got so depressed I don't think I will be
> > making any attempt at competing... :)
> >
> > Anyways, here's a lame attempt I was playing with. I will not send
this
> > one because it's so simple, so I'll just post it here and give my
> > congratulations to the first who figures out how it is done (in 256
> bytes).
> > Extra bonus to anyone who posts a code creating a similar image (as
> > similar as possible, of course). :)
>
> I think this could be a great entry. I'm guessing you did it something
like
> this:
Whoops, I didn't need the functions.inc!
Here is one at 96 chars:
plane{z,1 pigment{mandel 1000 interior 1,1 translate<-0.4021,0.2,0>scale
100}finish{ambient 1}}
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"Dan P" <dan### [at] yahoo com> wrote in message
news:40397be1$1@news.povray.org...
Here's another fun way to use mandel:
#declare f=function{pigment{mandel 1000 interior 1,1 translate -0.17
color_map{[0 rgb 0][1 rgb 1]}scale 2}}light_source{0.2*y rgb
1}height_field{function 999,999{f(x,y,z).gray*0.1}pigment{rgb
1}translate -0.5}camera{rotate 45*x translate -0.7*z}
246 bytes :-)
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Dan P wrote:
> Here's another fun way to use mandel:
>
> #declare f=function{pigment{mandel 1000 interior 1,1 translate -0.17
> color_map{[0 rgb 0][1 rgb 1]}scale 2}}light_source{0.2*y rgb
> 1}height_field{function 999,999{f(x,y,z).gray*0.1}pigment{rgb
> 1}translate -0.5}camera{rotate 45*x translate -0.7*z}
>
> 246 bytes :-)
You don't honestly want to sell this as a shortest version, do you? I
mean there are dozens of chars to save here.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
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"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:ogt### [at] triton imagico de...
> Dan P wrote:
> > Here's another fun way to use mandel:
> >
> > #declare f=function{pigment{mandel 1000 interior 1,1 translate -0.17
> > color_map{[0 rgb 0][1 rgb 1]}scale 2}}light_source{0.2*y rgb
> > 1}height_field{function 999,999{f(x,y,z).gray*0.1}pigment{rgb
> > 1}translate -0.5}camera{rotate 45*x translate -0.7*z}
> >
> > 246 bytes :-)
>
> You don't honestly want to sell this as a shortest version, do you? I
> mean there are dozens of chars to save here.
>
> Christoph
I think dere oughta be a rule -- "bring it" :-)
I want to learn how to shave more chars... let's see the shorter version!
:-)
Post a reply to this message
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Dan P wrote:
> "Christoph Hormann" <chr### [at] gmx de> wrote in message
> news:ogt### [at] triton imagico de...
>
>>Dan P wrote:
>> > Here's another fun way to use mandel:
>>
>>>#declare f=function{pigment{mandel 1000 interior 1,1 translate -0.17
>>>color_map{[0 rgb 0][1 rgb 1]}scale 2}}light_source{0.2*y rgb
>>>1}height_field{function 999,999{f(x,y,z).gray*0.1}pigment{rgb
>>>1}translate -0.5}camera{rotate 45*x translate -0.7*z}
>>>
>>>246 bytes :-)
>>
>>You don't honestly want to sell this as a shortest version, do you? I
>>mean there are dozens of chars to save here.
>>
>>Christoph
>
>
> I think dere oughta be a rule -- "bring it" :-)
> I want to learn how to shave more chars... let's see the shorter version!
> :-)
>
my hints:
- you don't need the zeros before the dot '-0.7' == '-.7'
- you don't need a space between a number and a keyword or variable
'1000 interior' == '1000interior'
- you can thus also replace '45*x translate' by 'x*45translate'
- you do not need a space before a '-'
'translate -0.7' == 'translate-.7'
- 1000 or 999 do not make much difference (except one char)
that gives:
#declare f=function{pigment{mandel 999interior 1,1translate-.17
color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{y*.2rgb
1}height_field{function 999,999{f(x,y,z).gray*.1}pigment{rgb
1}translate-.5}camera{rotate x*45translate-.7*z}
which saves 14 bytes in total, not realy the dozens Christoph talks
about, so there is probably more.
Andrel
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"andrel" <a_l### [at] hotmail com> wrote in message
news:403### [at] hotmail com...
>
>
> Dan P wrote:
>
> > "Christoph Hormann" <chr### [at] gmx de> wrote in message
> > news:ogt### [at] triton imagico de...
>
> my hints:
> - you don't need the zeros before the dot '-0.7' == '-.7'
> - you don't need a space between a number and a keyword or variable
> '1000 interior' == '1000interior'
> - you can thus also replace '45*x translate' by 'x*45translate'
> - you do not need a space before a '-'
> 'translate -0.7' == 'translate-.7'
> - 1000 or 999 do not make much difference (except one char)
>
> that gives:
>
> #declare f=function{pigment{mandel 999interior 1,1translate-.17
> color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{y*.2rgb
> 1}height_field{function 999,999{f(x,y,z).gray*.1}pigment{rgb
> 1}translate-.5}camera{rotate x*45translate-.7*z}
Sweet! I wish I knew about the numbers thing before I put my entry in. I
think I might also be able to lose [0rgb 0] as well to get:
#declare f=function{pigment{mandel 999interior
1,1translate-.17color_map{[1rgb 1]}scale
2}}light_source{y*.2rgb1}height_field{function
999,999{f(x,y,z).gray*.1}pigment{rgb1}translate-.5}camera{rotate
x*45translate-.7*z}
I don't have pov at work, though; does the above compile?
Post a reply to this message
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andrel wrote:
>
> [...]
>
> #declare f=function{pigment{mandel 999interior 1,1translate-.17
> color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{y*.2rgb
> 1}height_field{function 999,999{f(x,y,z).gray*.1}pigment{rgb
> 1}translate-.5}camera{rotate x*45translate-.7*z}
>
> which saves 14 bytes in total, not realy the dozens Christoph talks
> about, so there is probably more.
There is - but hey, this is a *contest*... ;-)
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 11 Jan. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
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>
> Sweet! I wish I knew about the numbers thing before I put my entry in. I
> think I might also be able to lose [0rgb 0] as well to get:
>
> #declare f=function{pigment{mandel 999interior
> 1,1translate-.17color_map{[1rgb 1]}scale
> 2}}light_source{y*.2rgb1}height_field{function
> 999,999{f(x,y,z).gray*.1}pigment{rgb1}translate-.5}camera{rotate
> x*45translate-.7*z}
>
> I don't have pov at work, though; does the above compile?
After you replace 'rgb1' by 'rgb 1' it does.
It is not the same image though ;)
You can gain another char by using '.red' for '.gray'
(I do not know why. I never had time to investigate
much about function :( I mostly do meshes and patches.)
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On Mon, 23 Feb 2004 16:34:25 +0100, Christoph Hormann <chr### [at] gmx de> >
> but hey, this is a *contest*... ;-)
... and source of my irritation. Now if a day could heve the same number of
hours as short code chars... I hope I will find some hours for participate.
ABX
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In article <403### [at] hotmail com>,
andrel <a_l### [at] hotmail com> wrote:
> #declare f=function{pigment{mandel 999interior 1,1translate-.17
> color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{y*.2rgb
> 1}height_field{function 999,999{f(x,y,z).gray*.1}pigment{rgb
> 1}translate-.5}camera{rotate x*45translate-.7*z}
Replace ".gray" with ".hf" to save two characters.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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"Christopher James Huff" <cja### [at] earthlink net> wrote in message
news:cjameshuff-D54816.11362823022004@news.povray.org...
> In article <403### [at] hotmail com>,
> andrel <a_l### [at] hotmail com> wrote:
>
> > #declare f=function{pigment{mandel 999interior 1,1translate-.17
> > color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{y*.2rgb
> > 1}height_field{function 999,999{f(x,y,z).gray*.1}pigment{rgb
> > 1}translate-.5}camera{rotate x*45translate-.7*z}
>
> Replace ".gray" with ".hf" to save two characters.
It's amazing, really, how much we learn from a Short Code contest.
Coming at things from a different angle can definitely serve as a great
learning tool!
Thanks, guys!!!
Post a reply to this message
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Dan P <dan### [at] yahoo com> wrote:
> I'm guessing you did it something like this:
That doesn't have any blurring.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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"Christopher James Huff" <cja### [at] earthlink net> wrote in message
news:cjameshuff-D54816.11362823022004@news.povray.org...
> In article <403### [at] hotmail com>,
> andrel <a_l### [at] hotmail com> wrote:
>
> > #declare f=function{pigment{mandel 999interior 1,1translate-.17
> > color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{y*.2rgb
> > 1}height_field{function 999,999{f(x,y,z).gray*.1}pigment{rgb
> > 1}translate-.5}camera{rotate x*45translate-.7*z}
>
> Replace ".gray" with ".hf" to save two characters.
You can just use .x instead, since the rgb components are the same.
Somebody's not been reading my source closely enough ;)
--
Tek
www.evilsuperbrain.com
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// +SP8 +EP8 +A0.1 +AM2 +R2 -FN
#declare f=function{pigment{mandel 1e3interior 1,1translate-.2
color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{<0,.7.4>rgb
1}height_field{function 999,999{f(x,y,z).hf/9}pigment{rgb
1}translate.7*z-.5rotate-x*45}
// 19 additional characters saved: 63+61+58+31=210;
// (not counting newlines -- as one long line: 212 characters
// Sufficiently similar?
// Sputnik
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"Frank 'Sputnik' Rothfuß" <fr### [at] computermuseum fh-kiel de> wrote in message
news:403aef0f@news.povray.org...
> // +SP8 +EP8 +A0.1 +AM2 +R2 -FN
>
> #declare f=function{pigment{mandel 1e3interior 1,1translate-.2
> color_map{[0rgb 0][1rgb 1]}scale 2}}light_source{<0,.7.4>rgb
> 1}height_field{function 999,999{f(x,y,z).hf/9}pigment{rgb
> 1}translate.7*z-.5rotate-x*45}
>
> // 19 additional characters saved: 63+61+58+31=210;
> // (not counting newlines -- as one long line: 212 characters
> // Sufficiently similar?
>
> // Sputnik
Wow, I'm fighting the temptation to redo my short-code entry and cut it in
half :-)
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// >>AAARGH!<<
// I had counted the characters by looking at the column
// indicator in the POV-Ray editor's status line with the
// edit cursor at the end of the line, but this number
// is [number of characters in line] + 1 !
// ^^^^^
// Here is my new version, now 62+57+54+30 = 203 characters
// long (204 if single line) -- an improvement of 10 over my
// last post: 4 due to counting correctly, 6 really saved.
//
// Sputnik
// +SP8 +EP8 +A0.1 +AM2 +R2 -FN
// 1 2 3 4 5 5 5 6 6
//345678901234567890123456789012345678901234567890123456789012
// ! ! ! !
#declare f=function{pigment{mandel 1e3interior 1,1translate-.2
color_map{[0rgb 0][1rgb.1]}scale 2}}light_source{<0,.7.4>
1}height_field{function 999,999{f(x,y,z).x}pigment{rgb
1}translate.7*z-.5rotate-x*45}
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> Anyways, here's a lame attempt I was playing with. I will not send this
> one because it's so simple, so I'll just post it here and give my
> congratulations to the first who figures out how it is done (in 256 bytes).
> Extra bonus to anyone who posts a code creating a similar image (as
> similar as possible, of course). :)
Seeing that the challenge is still open, here is my attempt. Unfortunatlely
I am not adept enough with internal adresses to find out your coordintes by
just looking at your picture.
box{.4z-.7pigment{rgbt 1}interior{media{emission 9density{mandel
150color_map{[.1rgb z][.2rgb 0][.3rgb x][.4rgb 1-z][1rgb
1]}}translate<1.258.359.0>scale 200}}hollow}
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
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> box{.4z-.7pigment{rgbt 1}interior{media{emission 9density{mandel
> 150color_map{[.1rgb z][.2rgb 0][.3rgb x][.4rgb 1-z][1rgb
> 1]}}translate<1.258.359.0>scale 200}}hollow}
And here is the picture
--
merge{#local i=-11;#while(i<11)#local
i=i+.1;sphere{<i*(i*i*(.05-i*i*(4e-7*i*i+3e-4))-3)10*sin(i)30>.5}#end
pigment{rgbt 1}interior{media{emission x}}hollow}// Mark Weyer
Post a reply to this message
Attachments:
Download 'test.jpg' (27 KB)
Preview of image 'test.jpg'

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On 22 Feb 2004 07:04:49 -0500, Warp <war### [at] tag povray org> wrote:
>congratulations to the first who figures out how it is done (in 256 bytes).
Someone supposed using mandle as a media density pattern. My guess is
this could also be done by averaging the same mandel pattern at
increasing zoom levels. I've used this technique for motion blur and
radial blur (both zoom and spin type).
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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