File:Fractal trees on isosurface 1 r 1.png

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Original file(1,600 × 1,200 pixels, file size: 2.34 MB, MIME type: image/png)

Captions

Captions

Fractal trees on isosurface

Summary[edit]

Description
English: Fractal trees on isosurface. Created with POV-Ray.
Date
Source Own work
Author Merikanto

POV-Ray 3.7 source code

// // fractal tree example // ground isosurface, offset of trees with functrion that match simple multiple sin() based isosurface // POV-Ray 3.7 source code // // 20.7.2023 0000.0000 //

  1. include "colors.inc"


  1. include "textures.inc"
  2. include "stones.inc"
  3. include "woods.inc"
  1. include "rand.inc"
  2. include "functions.inc"
  3. include "transforms.inc"

camera { // location <0, 20, -10>/3 // location <0, 10, -10>/3

location <7, 1, -10>  *1/10

// location <0, 10, 0> /2

look_at <0,0,0>

// look_at <0, 1, -1> // angle 27

 angle 45

}

sky_sphere {

 pigment {
   gradient y
   color_map { [0.0 color rgb <1,1,1.2>*0.8] [1.0 color rgb <0,0,1>] }
 }

}

light_source { <-30, 30, -30>*1000*1000*1000 White } //light_source { <-20, 50, -40> White }


  1. declare groundtex2=texture {

// agate

   wrinkles
   scale 3
   texture_map {
   [0 pigment { granite scale 0.1 } normal {agate scale 0.1}  ]
   [1 pigment { granite scale 0.1 color_map { [0 color Green/2][0.3 color (Green+Yellow)/2]  [0.6 color (Green+Tan)/2]  [0.6 color Tan/2]   } } normal {granite scale 0.1}  ]
   }
}


  1. declare groundtex1= texture {
//   pigment {checker color Green color <0,.6,0> scale 0.15}
 pigment { 
//  color rgbt <124, 252, 0>/255

// color rgbt <138/255, 154/255, 91/255,0>/3

//wrinkles scale 0.1 // crackle turbulence 0.6

 granite

// turbulence 0.1

//color_map { //[0 color rgbt <138/255, 154/255, 91/255,0>/3] // [1 color rgbt <.5,.5,.5,0>/4 ] //}


color_map {
[0 color rgbt <138/255, 154/255, 91/255,0>/3]
[1  color rgbt <124, 252, 0>/255 ]

}


}

normal {

//crackle turbulence 1 scale 0.01 //granite scale 0.03 spotted scale 0.003 bump_size 30 // agate // wrinkles scale 0.1

bump_size 10 }


 finish {specular 0.6}
 }
  1. declare planeground1=plane {
 y, -2
 
pigment {color Green}

// texture {groundtex2} }


  1. declare watertex1= texture
 {
   pigment { color rgb < 0.3, 0.3, 0.7 > }
   normal { bumps 0.2 scale < .5, 0.25, 0.15 > }
   finish { phong 1 reflection 1.0 ambient 0.2 diffuse 0.2 specular 1.0 }
 }
  1. declare water1=plane

{

 y, 0
 texture
 {
 watertex1
 }
   translate < 0, .20 , 0 >

}

//object {planeground1}

  1. declare obj1= object {

//sphere {0,1} cone {0,0.75,<0,2,0>,0.003}

translate y*0

// Reorient_Trans(-y,-y)  
    

}


//object { obj1 translate inter1 }

/* object {

sphere { 0,1 }

scale y/10 scale 10

pigment {color Red}

}


  • /


#macro tree1(level, levels1)

// seed(1239)


  1. if((level)>levels1)

// sphere {0,0.2 pigment {color Green}}

cone { <0,0,0>, 0.15, <0,1,0>, 0.005 pigment {color rgb <10,72,30>/255 } scale 1}

  1. else
      cone {
     <0, 0, 0>,.05, <0, 1, 0>, .04
      scale 1
      pigment {color <130,112,100>/255}  
      normal {granite}
   }

//#declare level=level+1;

// sphere {0,0.2 pigment {color Red}}

union{

union {       tree1(level+1, levels1) 
      rotate z*-60  *rand(1)
     }
 union {       tree1(level+1, levels1) 
      rotate z*60  *rand(1)
     }
 union {       tree1(level+1, levels1) 
      rotate x*-60 *rand(1)
     }
 union {       tree1(level+1, levels1) 
      rotate x*60 *rand(1)
     }

translate y*1

 #declare sk2=max(rand(1),1)*0.2+0.8;  
scale sk2*0.7
 


}

  1. end
  1. end


#declare ypos1 = 0;
  1. macro yyyy(x1,z1)

//#declare ypos1=0-sin(sqrt ( x1*x1+z1*z1 ))

  1. declare ypos1=0-sin(sqrt ( (x1*x1+z1*z1)*10))/2-sin(x1*10)/2-sin(z1*10)/2 ;

//+sin(x1-z1);

  1. declare ypos1=ypos1/20;
  1. end
  1. declare field1=union {
  1. for (zz,-5,5)
  1. for (xx,-5,5)
  1. declare skal1=.1;
  1. declare x1=xx*skal1;
  2. declare z1=zz*skal1;
  1. declare x2=x1+skal1;
  2. declare z2=z1+0;
  1. declare x3=x1+skal1;
  2. declare z3=z1+skal1;
  1. declare x4=x1+0;
  2. declare z4=z1+skal1;

yyyy(x1,z1);

  1. declare y1=ypos1;
yyyy(x2,z2);
  1. declare y2=ypos1;

yyyy(x3,z3);

  1. declare y3=ypos1;
yyyy(x4,z4);
  1. declare y4=ypos1;
  1. declare p1= <x1,y1,z1>;
  2. declare p2= <x2,y2,z2>;
#declare p3= <x3,y3,z3>;
#declare p4= <x4,y4,z4>;
  1. declare po1 = polygon { 3, p1,p4,p2 };
#declare po2 = polygon { 3, p4,p2,p3 };

// #declare po3 = polygon { 5,p4,p3,p2,p1,p4 };


//object {po1 } //object {po2 } // object {po3 texture { pigment {color Red}}}

//object {sphere {0,0.1} texture { pigment {color Red}} translate <x1,y1,z1>}

//object {sphere {0,0.03} texture { pigment {color Red}} translate <x1,y1,z1>} // object { obj1 scale 0.03 texture {pigment{ color Green } } translate <x1,y1,z1> }

object { union {tree1(0,3) scale 0.03 } translate <x1,y1,z1> }

  1. end
  1. end


}

  1. declare iso1= object {

isosurface {

function { y-0+sin(sqrt ( (x*x+z*z)*10))/2+sin(x*10)/2+sin(z*10)/2 }

accuracy 0.01
max_gradient 45

contained_by {sphere {0,5}}

}

}


  1. macro randomlocs_in_surf(nunna)
#for (nn,0,nunna)
  1. declare x1= rand(1)*2-1;
  2. declare z1= rand(1)*2-1;
yyyy(x1,z1);
  1. declare y1=ypos1;
  1. if(y1>0.0)

object { sphere {0,1} // cone {<0,0,0>,1,<0,1,0>,0.01 } //scale 0.003

//object { union {tree1(0,2) } translate z*-0}

texture {pigment { color rgb <0,1,0>/6} }


translate <x1,y1,z1>

translate z*0 }


  1. end // end if
  1. end // loop
  2. end // macro


object {planeground1 texture {groundtex1} translate y*1.95}


object {

disc { 0,<0,1,0>,0.8 }

texture {watertex1 scale 0.02}

translate y*-0.049 }

//object {water1 scale 0.1 translate y*-2/5}

object {field1}



object {iso1 scale y/20 translate z*-0

//texture {pigment {color Green/5}

 texture {groundtex2 scale 0.05}

//normal {granite }

// translate y*5

// rotate x*90


 } 


//randomlocs_in_surf(100)


Licensing[edit]

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w:en:Creative Commons
attribution share alike
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Date/TimeThumbnailDimensionsUserComment
current13:16, 20 July 2023Thumbnail for version as of 13:16, 20 July 20231,600 × 1,200 (2.34 MB)Merikanto (talk | contribs)Uploaded own work with UploadWizard

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