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- // Persistence Of Vision raytracer version 3.0 sample file.
-
- #version 3.0
- global_settings { assumed_gamma 2.2 }
-
- #include "colors.inc"
- #include "textures.inc"
- #include "shapes.inc"
-
- camera {
- location <0.0, 0.0, -12.0>
- direction z*1.3
- up y
- right x*1.33
- look_at <0.0, 0.0, 0.00>
- }
-
- light_source { <-20.00, 30.00, -100.00> color Coral }
- light_source { <200.00, 300.00, -500.00> color Wheat }
-
- #default { pigment { White } finish { Shiny }}
-
- #declare PREC = 15
-
- #declare Z2_1 =
- julia_fractal {
- <-0.083,0.0,-0.83,-0.025>
- quaternion
- sqr
- max_iteration 8
- precision PREC
- }
-
- #declare Z2_2 =
- julia_fractal {
- <-0.03,0.5,-0.2,-0.5>
- quaternion
- sqr
- max_iteration 8
- precision PREC
- }
-
- #declare Z3_1 =
- julia_fractal {
- <-0.083,0.0,-0.83,-0.025>
- max_iteration 8
- precision PREC
- quaternion
- cube
- }
-
- #declare Z3_2 =
- julia_fractal {
- <-0.03,0.5,-0.2,-0.5>
- max_iteration 8
- precision PREC
- quaternion
- cube
- }
-
- object { Z2_1 translate <-3, 3, 0> }
- object { Z2_2 rotate y*90 translate < 3, 3, 0> }
- object { Z3_1 scale 1.5 translate <-3, 0, 0> }
- object { Z3_2 scale 1.5 translate < 3, 0, 0> }
-
-