// Sample scene. 'yuqk crackle.pov +w800 +h800 +p +mv3.8' global_settings { assumed_gamma 1.0 } #declare VarOrthoMult = 3.0/max(image_width/image_height,image_height/image_width); #declare Camera01z = camera { orthographic location <0,0,-2> direction z right VarOrthoMult*x*max(1,image_width/image_height) up VarOrthoMult*y*max(1,image_height/image_width) } #declare Fn = function { pattern { crackle } } plane { -z 0 texture { pigment { crackle #if (frame_number=1) ip_solid off ip_metric 2 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1,1,1> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 3.0 //inverse scale 1/3 #end #if (frame_number=2) ip_solid off ip_metric 1 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1,1,1> ip_raw_return on //ip_offset -0.5 function_interval // raw_wave //frequency 3.0 //inverse scale 1/3 #end #if (frame_number=3) ip_solid off ip_metric 9 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1,1,1> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 3.0 //inverse scale 1/3 #end #if (frame_number=4) ip_solid off ip_metric 132 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1,1,1> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 2.0 //inverse scale 1/3 #end #if (frame_number=5) ip_solid off ip_metric 2 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1/3,1/3,0> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 3.0 //inverse scale 1/3 #end #if (frame_number=6) ip_solid off ip_metric 1 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1/3,1/3,0> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 3.0 //inverse scale 1/3 #end #if (frame_number=7) ip_solid off ip_metric 9 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1/3,1/3,0> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 3.0 //inverse scale 1/3 #end #if (frame_number=8) ip_solid off ip_metric 132 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <1/3,1/3,0> ip_raw_return on //ip_offset -0.5 //function_interval raw_wave //frequency 2.0 //inverse scale 1/3 #end #if (frame_number=9) ip_solid off ip_metric 132 ip_form <-2,1,0> ip_repeat <0,0,0> ip_strength <0,0,0.15> ip_raw_return on //ip_offset -0.5 function_interval frequency 3.0 poly_wave 3 //inverse scale 1/3 #end #if (frame_number=10) ip_solid off ip_metric 2 ip_form <1,0,0> ip_repeat <0,0,0> ip_strength <0,0,0.15> ip_raw_return on //ip_offset -0.5 //raw_wave function_interval frequency 3.0 poly_wave 5 //inverse scale 1/3 #end #if (frame_number=11) ip_solid off ip_metric 2 ip_form <0,1,0> ip_repeat <0,0,0> ip_strength <0,0,0.15> ip_raw_return on //ip_offset -0.5 //raw_wave function_interval frequency 3.0 poly_wave 5 //inverse scale 1/3 #end #if (frame_number=12) ip_solid off ip_metric 2 ip_form <0,0,1> ip_repeat <0,0,0> ip_strength <0,0,0.15> ip_raw_return on //ip_offset -0.25 //raw_wave function_interval frequency pi poly_wave 3 //inverse scale 1/3 #end color_map { [-1 rgb <1,0,0>] [-0.02 rgb <1,1,0>] [+0.02 rgb <1,1,0>] [+1 rgb <0,1,0>] } } finish { emission 1 } } texture { pigment { function { Fn(x,y,z) } scale 1/44 color_map { [-1 rgbt <1,1,1,0.25>] [-0.02 rgbt <1,1,0,1.0>] [+0.02 rgbt <1,1,0,1.0>] [+1 rgbt <0,0,0,0.25>] } } finish { emission 1 } } } camera { Camera01z }