POV Ray 3.7 code //======================================================= // Julia 3D set ($c = -0.7454294$) generated randomly // (POV-Ray cylindrical symmetry) //======================================================= #include "colors.inc" // Standard Color definitions #include "glass.inc" // Glass pigment effect #include "metals.inc" // Metal pigment effect global_settings {assumed_gamma 1.0} // set display gamma background { color rgb <00,0.0,0.0> } // set black background camera { // set view point (camera) location location <-20, 20, -150> look_at <-5, 0, 0> } light_source { // set point light sources location < -3.0, 10, -5> rgb <1.000000, 1.000000, 1.000000> * 1.0 // set white light color and intensity } light_source { < 5.0, 10, -10> rgb <1.000000, 1.000000, 1.000000> * 2.0 } #declare R = .1; // set radius value #declare L = 2; // set square area side #declare X = 0; // set co-ordinate x initial value #declare Y = 0; // set co-ordinate y initial value #declare Z = 0; // set co-ordinate z initial value #declare n = 200; // set number of pixels per area side #declare N = 30; // set number of cycles #declare Nr = 100; // se number of sections #declare Th = -35; #declare Ph = 30; #declare Cx = -0.7454294; // set parameter c values #declare Cy = 0; #declare P = array[2*n+1][2*n+1]; // P matrix #declare Q = array[2*n+1][2*n+1]; // Q matrix union{ #for (p, -n, n, 1) #declare IncX = p*L/n; #for (q, -n, n, 1) #declare IncY = q*L/n; #declare X = IncX; #declare Y = IncY; #declare P[p+n][q+n] = 0; #declare Q[p+n][q+n] = 0; #for (i,0,N) #declare XX = X*X - Y*Y + Cx; #declare YY = 2*X*Y + Cy; #declare X = XX; #declare Y = YY; #if (X*X+Y*Y > R) #if (X*X+Y*Y < R+.01) #declare P[p+n][q+n] = p+n; #declare Q[p+n][q+n] = q; #end // end if #end // end if #end // end for i #end // end for q #end // end for p #declare Rnd_1 = seed (1153); #declare Rnd_2 = seed (553); #declare Rnd_3 = seed (758); // replace Nr by Nr*clock for animation #for(j,0,n*n*Nr) // partial values n*n/64, n*n/16, n*n/4 #declare p = int(2*n*rand(Rnd_1)); #declare q = int(2*n*rand(Rnd_2)); #declare k = int(2*Nr*rand(Rnd_3)); sphere { < P[p][q], Q[p][q]*cos(6.28*k/Nr), Q[p][q]*sin(6.28*k/Nr) >, 1 texture { pigment { color Col_Glass_Old } } finish { ambient rgb <0.3,0.1,0.1> diffuse .3 reflection .3 specular 1 } } #end // end for j rotate < 0, Th, Ph > translate < -110, - 80, 0 >}