POV-Ray : Newsgroups : povray.binaries.scene-files : Graphing Calculator for POV-Ray Server Time
2 Sep 2024 14:20:07 EDT (-0400)
  Graphing Calculator for POV-Ray (Message 1 to 2 of 2)  
From: Stephen Bell
Subject: Graphing Calculator for POV-Ray
Date: 1 Sep 2001 21:44:04
Message: <3b918ee4$1@news.povray.org>
I spent a lot of time looking on the internet for a decent graphing program
to help me visualize animations with the "clock" value, but recently
realized that I could make a scene file that would do the same thing.  It's
a little rough, and it's probably been done before, but here's my offering
to the POV-Ray community.  Feel free to change it around to suit your own
needs.

Stephen Bell


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Attachments:
Download 'grapher.pov.txt' (3 KB)

From: Bob H 
Subject: Re: Graphing Calculator for POV-Ray [hey, it can do fractals!]
Date: 2 Sep 2001 14:06:44
Message: <3b927534@news.povray.org>
"Stephen Bell" <ste### [at] yahoocom> wrote in message
news:3b918ee4$1@news.povray.org...
> I spent a lot of time looking on the internet for a decent graphing
program
> to help me visualize animations with the "clock" value, but recently
> realized that I could make a scene file that would do the same thing.
It's
> a little rough, and it's probably been done before, but here's my offering
> to the POV-Ray community.  Feel free to change it around to suit your own
> needs.

Done before in a way I know for certain because I was just going over a
graphing scene file for POV-Ray v3.5 which Chris Huff had done earlier and
needed a couple changes.

Your is a fun thing to play with though.  And I'm not a math wizard, not
even close.  I messed around with it some and managed to get a fractal done
using the following (in place of section for plotting):


#declare Y=0; // define to allow use of Y below

#declare X=-ViewSize ;
#while (X < ViewSize)

  #declare Y=

//  \/  CHANGE LINE BELOW TO CHANGE THE GRAPH!!!!!  (USE CAPITAL X & Y)
// 3*((sin((X*pi*2)/2)+0.5)*cos(X)) // also interesting, but then many
things are.
(cos(Y)*sqrt(abs(X))) // asymmetric fractal (X declared below is needed),
Bob H.
; // semicolon to prevent message stream warnings

  box {
    <0.05,0.05,0.05>,<-0.05,-0.05,-0.05>
    pigment {color rgbt <0,1,1,0.5>}
    finish {ambient 1}
    translate x*X
    translate y*Y
  }

  #declare X=X+sin(1/DotsPerUnit)/2; // for asymmetric fractal, Bob H.

#end

In the camera statement I changed the 'right' so that it would be typical
aspect ratio of 4/3 by simply adding  *(4/3) of course.
The settings for a good look at the fractal were: ViewSize=10 and
DotsPerUnit=500, and you can increase the ViewSize obviously to see how it
continues to fractal outward.
This kind of thing is the only reason I'd call math a good thing, aside for
keeping my bank account in line (ha! forget I said that!).

Bob H.


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