/* -------------------------- Entry: 0023 WWW: Title: Pernelle Author: Noe Falzon Spheres in spheres in spheres... This cristalline and simple fractalicity (fractalism, fractalicism... ;) ) is named after my sister's name whose birthday occurs today. There is a simple use of a recursive macro, who calls itself a number of time specified by a variable. The more you give a high value to max_trace_level, the more you'll get a light image, with a thin dark ray in the middle, along the little spheres. Each sphere is transparent and reflective, which gives this aspect to the whole object. There is a white plane beneath, to help the transparency effect. ---------------------------*/ // Persistence of Vision Ray Tracer Scene Description File // File: fractal.pov // Vers: 3.5 // Desc: For the Bourke Fractal Contest // Date: 16/04/2004 pour le rendu final #version 3.5; global_settings { assumed_gamma 1.0 max_trace_level 10 } // ---------------------------------------- camera { location <0.4, 0.4, -0.2> right x*image_width/image_height look_at <0.0, 0.0, 0.0> } sky_sphere { pigment { gradient y color_map { [0.0 rgb <0.6,0.7,1.0>] [0.7 rgb <0.0,0.1,0.8>] } } } light_source { <0, 0, 0> color rgb <1, 1, 1> translate <-30, 30, -30> } // ---------------------------------------- plane { y, -1 pigment { color rgb 1 } } #macro maSphere(zPos, zIter, zRad) sphere { zPos, zRad } #if (zIter > 0) maSphere ( zPos+0.5*zRad*x, zIter-1 zRad*0.5 ) maSphere ( zPos-0.5*zRad*x, zIter-1 zRad*0.5 ) #end #end union { maSphere(0,7,1) texture {pigment {color rgbft <0.8,0.8,1,0.9,0.1>} finish {reflection 0.3}}}