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File:Lensing time cube.gif
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Lensing_time_cube.gif (800 × 600 pixels, file size: 3.64 MB, MIME type: image/gif, looped, 98 frames, 3.8 s)
Note: Due to technical limitations, thumbnails of high resolution GIF images such as this one will not be animated.
Summary
A GIF of a cube in a sphere, while the index of refraction changes.
Copyright XenoEngineer
POVRay code
// POV-Ray refraction study as parallel to a time lens //
#include "colors.inc"
light_source { 100 color White }
camera {
//orthographic
location x*1.2
look_at <0,0,0>
}
// Create an infinite sphere around scene and allow any pigment on it
sky_sphere{ pigment { gradient <0,1,0>
color_map { [0.00 rgb <0.6,0.7,1.0>]
[0.35 rgb <0.0,0.1,0.8>]
[0.65 rgb <0.0,0.1,0.8>]
[1.00 rgb <0.6,0.7,1.0>]
}
scale 1
} // end of pigment
}
#declare ndx=2;
box {-.1, +.1
texture{ pigment{color Red } finish{phong .58}
}
rotate x*(180*clock)
rotate z*(180*clock)
}
//progressive ior
sphere{ 0, .5
texture{ pigment{
color White
filter 1
}
finish{phong .58}
}
interior {ior ndx*clock}
}
/*
plane { <0,1,0> // normal vector
, 0 // distance from origin
pigment { checker color White, color Black scale .1 }
}// http://xahlee.org/3d/index.html
*/
text { ttf "arial.ttf", concat("IOR: ", str(ndx*clock,3,3)), .1, 0 // thickness, offset
texture{ pigment{ color rgb<1,0.75,0>}
normal { bumps 0.25 scale 0.01}
finish { specular 1 reflection 0.25}
} // end of texture
scale .05
rotate x*0
rotate y*-90
rotate y*-0
translate x*.21
translate y*.3
translate z*-.6
} // end of text object
File history
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| Date/Time | Thumbnail | Dimensions | User | Comment | |
|---|---|---|---|---|---|
| current | 07:27, 27 August 2023 | 800 × 600 (3.64 MB) | XenoEngineer (talk | contribs) | Category:POVRay Category:code Category:animation Category:GIF Category:time Category:dimple in time A GIF of a cube in a sphere, while the index of refraction changes. Copyright XenoEngineer ===POVRay code=== <pre class="crt-screen" style="width:600px;"> // POV-Ray refraction study as parallel to a time lens // #include "colors.inc" light_source { 100 color White } camera { //orthographic location x*1.2 look_at <0,0,0>... |
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