From Fractals and Cellular Automata to Biology: Information as Order Hidden Within Chance by Alberto Strumia

From Fractals and Cellular Automata to Biology: Information as Order Hidden Within Chance by Alberto Strumia

Author:Alberto Strumia
Language: eng
Format: epub
Publisher: World Scientific Publishing Co. Pte. Ltd.
Published: 2020-08-15T00:00:00+00:00


Fig. 5.4 - POV 3.7 3D Mandelbrot set with cylindrical symmetry (two different glass renderings)

POV-Ray 3.7 code to generate figs. 5.3 and 5.4

//=================================== // Mandelbrot 3D set as a whole // (POV-Ray cylindrical symmetry) //=================================== #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 <-20, 20, -300> look_at <-5, 0, 0> } light_source { // set point light sources location < -3.0, 10, -5> rgb <1.000000, 1.000000, 1.000000> * 2.0 // set white light color and intensity } light_source { < 5.0, 10, -10> rgb <1.000000, 1.000000, 1.000000> * 2.0 } #declare R = .1; // set radius value #declare L = 2; // set square area side #declare X = 0; // set co-ordinate x initial value #declare Y = 0; // set co-ordinate y initial value #declare Z = 0; // set co-ordinate z initial value #declare n = 200; // set number of pixels per area side #declare N = 10; // set number of cycles #declare Nr = 100; // alternative Nr = 20; // set number of sections #declare Th = -45; #declare Ph = 30; union{ #for (p, -n, n, 1) #for (q, -n, n, 1) #declare X = 0; #declare Y = 0; #for (i,1,N) #declare XX = X*X - Y*Y + p*L/n - 1; #declare YY = 2*X*Y + q*L/n; #declare X = XX; #declare Y = YY; #if (X*X+Y*Y > R) #if (X*X+Y*Y < R+.01) #for (k,0,Nr) // replace Nr by Nr*clock for animation sphere { < p, q*cos(3.14*k/Nr), q*sin(3.14*k/Nr) >, 1 texture { pigment { color Col_Glass_Yellow } // alternative pigment { color Col_Glass_Old } } finish { ambient rgb <0.3,0.1,0.1> diffuse .3 reflection .3 specular 1 } } #end // end if #end // end if #end // end for k #end // end for i #end // end for q #end // end for p rotate < 0, Th, Ph >}



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