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This is it! The Ultimate Obfuscated Mandelbrot Povray Script.
It calculates both ASCII and sphere landscape mandelbrot sets (it outputs
the ASCII version to #debug). Note: The ascii output will not work properly
on the unix version of povray, since the unix version outputs both #debug
and the dots indicating parsing to the screen, so the ascii mandelbrot gets
corrupted. It works fine in the dos version. I haven't tested it on the
windows version, but if the #debug outputs to a separate window, it should
work.
IMPORTANT NOTE! The file MUST be named 'obfmand.pov' or the script will
not work!
#ifdef(Im)
#declare a=zr*zr; #declare b=zi*zi;
#declare zi=2*zr*zi+Im; #declare zr=a-b+Re; #declare n=n+1;
#if(n<9 & a+b<4) #include "obfmand.pov"
#else sphere {<Re,n/20,Im>,.05 pigment{rgb <n/9,0,0>} finish{specular .5}}
#debug substr(c,n,1)
#declare Re=Re+.05;
#end
#else
#declare c=" .,-=OXM#" #declare Im=-1;
#while(Im<=1) #declare Re=-2;
#while(Re<=1) #declare zr=Re; #declare zi=Im; #declare n=0;
#include "obfmand.pov"
#end
#debug "\n"
#declare Im=Im+.05;
#end
camera { location <-3,5,-5> look_at -x*.5 angle 35 }
light_source { <100,100,0> 1 }
#end
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Hey, cool, I'll look into it..
By the way, have you any idea of how to create the old sine/cosine quad plasma that
all
demos had ???
I have a feeling it would make a nice texture :-)
//Spider
Nieminen Mika wrote:
>
> This is it! The Ultimate Obfuscated Mandelbrot Povray Script.
>
> It calculates both ASCII and sphere landscape mandelbrot sets (it outputs
> the ASCII version to #debug). Note: The ascii output will not work properly
> on the unix version of povray, since the unix version outputs both #debug
> and the dots indicating parsing to the screen, so the ascii mandelbrot gets
> corrupted. It works fine in the dos version. I haven't tested it on the
> windows version, but if the #debug outputs to a separate window, it should
> work.
>
> IMPORTANT NOTE! The file MUST be named 'obfmand.pov' or the script will
> not work!
>
> #ifdef(Im)
> #declare a=zr*zr; #declare b=zi*zi;
> #declare zi=2*zr*zi+Im; #declare zr=a-b+Re; #declare n=n+1;
> #if(n<9 & a+b<4) #include "obfmand.pov"
> #else sphere {<Re,n/20,Im>,.05 pigment{rgb <n/9,0,0>} finish{specular .5}}
> #debug substr(c,n,1)
> #declare Re=Re+.05;
> #end
> #else
> #declare c=" .,-=OXM#" #declare Im=-1;
> #while(Im<=1) #declare Re=-2;
> #while(Re<=1) #declare zr=Re; #declare zi=Im; #declare n=0;
> #include "obfmand.pov"
> #end
> #debug "\n"
> #declare Im=Im+.05;
> #end
> camera { location <-3,5,-5> look_at -x*.5 angle 35 }
> light_source { <100,100,0> 1 }
> #end
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