POV Ray 3.7 code //======================================================= // Newton's method 2D set as a whole (full and carved) // (POV-Ray point by point plot) //======================================================= #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 <0.0,0.0,0.0> } // set black background camera { // set view point (camera) location location <0, -50, -300> look_at <-5, 0, 0> angle 90 } light_source { // set point light sources location < 0.0, 0, -10> rgb <1.000000, 1.000000, 1.000000> * 10.0 // set white light color and intensity } #declare R = 0.9; // set radius value #declare L = 1.4; // set square area side #declare X = 0.01; // set co-ordinate x initial value #declare Y = 0.01; // set co-ordinate y initial value #declare n = 200; // set number of pixels per area side #declare N = 10; // set number of cycles #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; #for (k,0,N) #declare XX = 3*X/4 - X*(X*X - 3*Y*Y)/(X*X + Y*Y)/(X*X + Y*Y)/ (X*X + Y*Y)/4; #declare YY = 3*Y/4 - Y*(Y*Y - 3*X*X)/(X*X + Y*Y)/(X*X + Y*Y)/ (X*X + Y*Y)/4; #declare X = XX; #declare Y = YY; #if (X*X+Y*Y > R) // comment for full set #if (X*X+Y*Y < R+.05) sphere { < p, q, 0 >, 1 hollow radiosity { importance 1.0 } texture { pigment { color Col_Glass_Yellow }} finish { ambient rgb <0.3,0.1,0.1> diffuse .1 reflection .1 specular 1 }} #end // end if // comment for full set #end // end if #end // end for k #end // end for q #end // end for p