/* -------------------------- Entry: 0007 WWW: Title: Oops, I dropped it on the floor! Author: Juha Nieminen Since I'm not artistically very talented nor I know too much about making fractals, I resorted to a cheap trick: Photorealism (or sort of). Perhaps that will give me a vote or two... :) The object itself is naturally a (3D slice of a) 4D julia fractal. Nothing unconventional per se, and not really fancy in itself, but when used in a proper scene with some photorealistic effects (lighting, floor shape and texture, focal blur) it looks like a cool mole of metal. ---------------------------*/ camera { right x location <-1, 2.8, -3.5>*1.2 look_at y*.5 focal_point 0 blur_samples 40 aperture .35 } light_source { <23,15,-20>, 1 area_light x*5,y*5,12,12 circular orient jitter adaptive 1 } light_source { <23,15,20>, <.3,.4,.5> area_light x*5,y*5,12,12 circular orient jitter adaptive 1 } light_source { <-15,45,35>, <.8,.6,.3> area_light x*15,y*15,12,12 circular orient jitter adaptive 1 } julia_fractal { <-.4, .2, .3, -.2> quaternion sqr max_iteration 8 precision 50 pigment { rgb .5 } finish { specular 2 roughness .02 metallic reflection { .2, .8 } } rotate z*-20 translate y*.9 } #declare noise3d = function { internal(76) } #declare Plank= isosurface { function { pow(x, 10)+pow(y*5, 10)-(1-.5*noise3d(x*20,y*10,z)) } contained_by { box { -<1,1/5,50>, <1,1/5,50> } } max_gradient 50 } union { #declare Seed = seed(0); #declare Ind = 0; #while(Ind < 15) object { Plank translate<-8+2*Ind, 0, -10*rand(Seed)> } #declare Ind = Ind+1; #end texture { pigment { wood color_map { [0 rgb <.8,.5,.3>][.5 rgb <.7,.45,.2>][1 rgb <.65,.4,.2>] } turbulence .5 scale <1,1,10> } finish { specular .8 reflection { .1, .3 } } normal { average normal_map { [1 bumps .4 scale <.1, .1, 1>] [1 dents 1 scale .1] } } } texture { pigment { bozo color_map { [0 rgb 0 transmit .5] [.5 rgbt 1] } scale 5 warp { turbulence 2 } scale 1/5 } } }