Title: Quatnest - Pov Render Post by: alij on September 14, 2013, 01:17:47 AM Quatnest - Pov Render
(http://nocache-nocookies.digitalgott.com/gallery/14/9116_14_09_13_1_17_47.png) http://www.fractalforums.com/index.php?action=gallery;sa=view;id=14843 2 quaternions rendered in Pov-Ray. Nested & scaled one at 9 iterations the other at 10. Title: Re: Quatnest - Pov Render Post by: Nahee_Enterprises on September 14, 2013, 06:24:13 AM Quatnest - Pov Render http://nocache-nocookies.digitalgott.com/gallery/14/9116_14_09_13_1_17_47.png 2 quaternions rendered in Pov-Ray. Nested & scaled one at 9 iterations the other at 10. It came out very good!!! :D At first, because of the two color offset, I thought it was an Anaglyph 3D. Title: Re: Quatnest - Pov Render Post by: alij on September 14, 2013, 02:35:32 PM Need to get me a pair if 3d specs !
something to try later. A couple of ideas I want to follow up on are rendering quaternions - keeping the iterations the same this time but scaling them down inside each other like a Russian Doll using coloured glass materials. Also trying some boolean subtractions with a cube to see what cross sections look like :) Title: Re: Quatnest - Pov Render Post by: Nahee_Enterprises on September 14, 2013, 02:47:33 PM Also trying some boolean subtractions with a cube to see what cross sections look like :) I did quite a few cross sections a few years ago, slicing off different amounts to see what would show up inside. Got a few renderings that were very unique and interesting. Definitely was worth exploring. I will be looking to see what you produce. :D Title: Re: Quatnest - Pov Render Post by: alij on September 14, 2013, 08:24:15 PM Created a couple of Pov Ray files. Nesting quaternions inside each other I think there may be problems with Co-incident_Surfaces - lots of black triangles. http://wiki.povray.org/content/Documentation:Tutorial_Section_2.1#Co-incident_Surfaces Have been experimenting with using a clipping plane as it has less artifacts. Heres a .pov file if anyone wants to have a look http://pastebin.com/DW7pR5Qt --- Low iteration to high iteration, while moving the clipping plane closer to the camera with each quaternion instance. - New shapes by changing variable "ConstE" couple of renders here. http://i.imgur.com/zNeEvdv.png http://i.imgur.com/tjFBQKq.png |