// julia-fractals vs. glass dices // povray 3.6 // codeworx.org // Hans-Jakob Schwer, 21.08.2009 #include "golds.inc" #include "metals.inc" #include "finish.inc" #include "colors.inc" #include "textures.inc" #include "shapes.inc" #include "metals.inc" #include "glass.inc" #include "woods.inc" global_settings { max_trace_level 12 } // consts, used by the julia fractal #declare ConstC = <-1,0.2,0,0>; #declare SLICEDIST = 0.1; // general objects camera { location <0, 7, -15> look_at <0,0,0> } background { color rgb <0,0,0> } light_source { <7,8,9> color rgb Red } light_source { <-9,-6,5> color rgb Yellow } // the glass-object #macro wuerfel(size_) intersection { box { <-size_,-size_,-size_>, < size_, size_, size_> } difference { sphere { <0,0,0> size_*1.35 } sphere { <0,0,0> size_*1.20 } } } #end // union of julia-fractal and a glass dice #macro jul1() union { object { julia_fractal { ConstC quaternion sqr max_iteration 12 precision 200 slice <0,0,0,1> SLICEDIST texture { T_Brass_5C } } } object { wuerfel(3) texture { T_Glass2 } interior {I_Glass caustics 1} } } #end // the 4 dices object { jul1() scale <1.5,1.5,1.5> rotate <-30,25,10> translate <0,0,0 > } object { jul1() rotate <30,45,10> translate <9.5,4,10 > } object { jul1() rotate <30,45,-50> translate <-18,-12,15 > } object { jul1() scale <0.1,0.1,0.1> rotate <130,65,70> translate <0,4,-12 > } // the "floor"-object (hollow sphere with glass-texture) object { difference { sphere { <0,-250,0> 200 } sphere { <0,-250,0> 100 } } texture { T_Glass2 } interior {I_Glass caustics 1} }