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Author Topic: Quatnest - Pov Render  (Read 889 times)
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alij
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« on: September 14, 2013, 01:17:47 AM »

Quatnest - Pov Render



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.


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Nahee_Enterprises
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« Reply #1 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!!!     cheesy
At first, because of the two color offset, I thought it was an Anaglyph 3D.
 
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alij
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« Reply #2 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  smiley

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« Reply #3 on: September 14, 2013, 02:47:33 PM »

    Also trying some boolean subtractions with a cube to see what cross sections look like  smiley

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.     cheesy
 
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alij
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« Reply #4 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

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