SPHΘRIPHΦR - Study 05

Folding Geoscope Dymaxion Map

This study examines a method for creating an animation depicting Buckminster Fuller's concept for a Geoscope. This is one of a series of studies for the creation of a visual metaphor for representing complex data clusters in spherical space.

For more information see:
Spheriphor Main Page
Buckminster Fuller Challenge
Advanced to 2nd Stage
Q and A - Dome Projection System
Fulldome Visual Acuity
Spheriphor Study 01
Spheriphor Study 02
Spheriphor Study 03
Spheriphor Study 04
Spheriphor Study 05
Spheriphor Study 06
The term SPHERIPHOR and the special spelling SPHΘRIPHΦR using the Greek letters phi (Θ) and theta (Φ) are trademark words coined by the author/inventor Thomas J. Greenbaum as a compound of the words "SPHERIcal" and "metaPHOR." Included in the Spheriphor Studies are 3D images and animations rendered with POV-Ray. Examples of POV-Ray scene description language source code is provided "as is" for the reader to use and experiment with.

Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.

Contents

Image Gallery

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Spheriphor Geoscope

The following POV-Ray scene description language source code generates a 3D representation of a foldable Dymaxion map incorporated in a Geoscope.

Dymaxion Map


01


02


03


04


05


06


07


08


09


10


11


12

Dymaxion map image source: http://commons.wikimedia.org/wiki/Image:Dymaxion.jpg Notice from the web page: This file has been released into the public domain by the copyright holder, its copyright has expired, or it is ineligible for copyright. This applies worldwide.

Process: The icosahedron map faces were numbered and saved as individual PNG files. Face number 10 was treated as the root face upon which all faces branch and hinge from. The other faces were rotated so that the edge that it hinges on is horizontal at the top. Images were slightly resized and skewed to result in a equilateral triangle.


13


14


15a


15b


16


17a


17b


18


19


20

Quicktime Movie 25mb

 

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POV-Ray Source Code

Persistence of Vision Raytracer (POV-Ray) is used to parametrically generate images of a spherical metaphor for multi-dimensional data visualization on a digital dome projection system. This spherical metaphor, or to coin a term Spheriphor, takes advantage of the opportunity to visualize high-density, multi-dimensional data using spherical coordinate systems. Virtual Globes may also use the Spheriphor to display non-GIS data.

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Usage

The POV-Ray Spheriphor generator uses one file, the Spheriphor_Study05.pov scene description file.

  1. Create a file folder on your hard drive: c:\spheriphor\
  2. Copy the text from the table below and paste into the POV-Ray text editor
  3. Select File>Save As... and enter the filename
  4. Repeat steps 2 and 3 for Spheriphor_Study05.ini initialization file
  5. Click on the tab in POV-Ray for Spheriphor_Study05.pov and Run the renderer for a single image
    • Or click on the tab for Spheriphor_Study05.ini and Run the renderer for a sequence of frames
    • The sequence of frames can be combined to create a smoothly running movie

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Spheriphor_Study05.pov

/*
Copyright (c) 2007 by Thomas J. Greenbaum. Some Rights Reserved.
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
   http://creativecommons.org/licenses/by-nc-sa/3.0/
Spheriphor_Study05e.pov
Spheriphor Generator, version April 5, 2007
For creation of a visual metaphor for representing complex data clusters

Command line options to redirect file output
   Test resolution setting:   
      +FS24, +Le:\Spheriphor\Geoscope01, +OSpheriphor05_35 Width=320, Height=240, +A
      +FS24, +Le:\Spheriphor\Geoscope01, +OSpheriphor05_xx Width=640, Height=480, +A
      NOTES: +FS24 = System File (Windows BMP) 24bit color depth
*/
 
#include "stdinc.inc"

//Solid color for quick render set to 0, transparent takes long set to 0.7
#declare trans_no = 0.5 ;
 
#declare SkyBlueTrans     = color rgbf <0.196078, 0.6, 0.8, trans_no>;
#declare BrightGoldTrans  = color rgbf <0.85, 0.85,0.05, trans_no>;
#declare SpringGreenTrans = color rgbf <0, 1.0, 0.498039, trans_no>;
#declare RedTrans         = color rgbf <1, 0, 0, trans_no>;
#declare NavyBlueTrans    = color rgbf <0.237255, 0.237255, 0.656863, trans_no>;
#declare LightBlueTrans   = color rgbf <0.74902, 0.847059, 0.847059, trans_no>;
#declare WhiteTrans       = color rgbf <1, 1, 1, 0.65>;

#declare Rfinish = finish {
   ambient   0.700
   diffuse   0.400
   specular  0.900
   roughness 0.1
   //reflection {.9}
}

//=== BEGIN PARAMETERS ===
/*
   Math used to calculate points on an equilateral triangle,
   dimensions used to create bitmaps for image maps and
   geometry of icosahedron faces for folded Dymaxion map
*/
//Tangent of 60 degrees = 1.732050808
#declare THigh     = 191;
#declare TEdge     = 220;
/* For Dymaxion map - image source: 
   http://commons.wikimedia.org/wiki/Image:Dymaxion.jpg
   Triangles average 191 pixels high with 220 pixels ed width

   For ESRI Map - image source:
   Triangles average 212 pixels high with 245 pixels edge width (round to 246)
   http://www.esri.com/news/arcnews/summer03articles/summer03gifs/p7p4-lg.jpg
   Our Earth Major Habitat Types (Biomes),
   Source: ESRI Data & Maps CD & World Wildlife Fund - US,
   ArcGIS Development Team, April 2002
*/

#if(frame_number<61)                     //clock range 0.0 to 0.5
   #declare Timer  = 2*clock;            //Timer range 0.0 to 1.0
#else                                    //clock range 0.5 to 1.0
   #declare Timer  = (2+(-2*clock));     //Timer range 1.0 to 0.0
#end

#declare Timer     = 1;                  //For still image - no animation

//Icosahedron dimensions from http://en.wikipedia.org/wiki/Icosahedron
#declare Icosa_Da  = 138.189685;         //Dihedral angle of icosahedron 
//Dihedral angle - surface angle between faces for icosahedron
#declare Da        = Timer*(Icosa_Da - 180);  //Multiply by Timer to animate folding of faces
//#declare Da = 0;                       //Dihedral angle - for flat map
#declare RadiusIn  = 0.75576 * TEdge;    //Radius of inscribed sphere tangent to the icosahedron's faces
#declare RadiusMid = 0.80902 * TEdge;    //Radius of inscribed sphere touching mid point of each edge                  
//=== END PARAMETERS ===

//=== BEGIN CREATE GEOMETRY OF THE POLYHEDRAL FACES ===
#declare PolyFull =                      //Define the geometry for a Full Triangular Face
   prism {                               //Extrude a closed 2-D shape along an axis 
      -0.25,         // height 1
       0,            // height 2
       4,            // number of points
       //  points in the x-z plane
      < 0, 0>, < TEdge,  0>, < TEdge/2, -THigh>, <0, 0>
   }
#declare Poly15a =                       //Define the geometry for 15a Half Triangular Face
   prism {                               //Extrude a closed 2-D shape along an axis  
      -0.25,         // height 1
       0,            // height 2
       4,            // number of points
       //  points in the x-z plane
      < 0, 0>, < TEdge,  0>, < 55, -THigh/2>, <0, 0>
   }
#declare Poly15b =                       //Define the geometry for 15b Half Triangular Face
   prism {                               //Extrude a closed 2-D shape along an axis  
      -0.25,         // height 1
       0,            // height 2
       4,            // number of points
       //  points in the x-z plane
      < 0, 0>, < TEdge/2,  0>, < TEdge/2, -THigh>, <0, 0>
   }
#declare Poly17a =                       //Define the geometry for 17a Two Thirds Triangular Face
   prism {                               //Extrude a closed 2-D shape along an axis  
      -0.25,         // height 1
       0,            // height 2
       5,            // number of points
       //  points in the x-z plane
      < 0, 0>, < TEdge,  0>, < TEdge/2, -64>,  <0, 0>
   }
#declare Poly17b =                       //Define the geometry for 17b One Third Triangular Face
   prism {                               //Extrude a closed 2-D shape along an axis  
      -0.25,         // height 1
       0,            // height 2
       4,            // number of points
       //  points in the x-z plane
      < 0, 0>, < TEdge,  0>, < TEdge/2, -64>, <0, 0>
   }
//=== END CREATE GEOMETRY OF THE POLYHEDRAL FACES ===

//=== BEGIN IMAGE MAP OF THE POLYHEDRAL FACES ===
#declare TFace_01 =
   object { PolyFull
      pigment {                           //The image exactly fills the square area from (x,y) coordinates (0,0)
         image_map { png "DMap01.png" }   //   to (1,1) regardless of the image's original size in pixels.
            scale        //Scale to match size of triangle
            rotate <90, 0, 0>             //Rotate from x-y plane 90 degrees around x-axis into x-z plane
            translate <0, 0, -THigh>      //Move the unit square so that top middle edge is at 0,0 - this allows
      }                                   //   for easy folding at Dihedral angle
      finish { Rfinish }                  //NOTE: image maps extracted from Dymaxion map so that the hinge edge
   }                                      //    is aligned with the x-axis
#declare TFace_02 =
   object { PolyFull
      pigment { 
         image_map { png "DMap02.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_03 =
   object { PolyFull
      pigment { 
         image_map { png "eDMap03.png" }
         //image_map { png "DMap03.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_04 =
   object { PolyFull
      pigment { 
         image_map { png "DMap04.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_05 =
   object { PolyFull
      pigment { 
         image_map { png "DMap05.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_06 =
   object { PolyFull
      pigment { 
         image_map { png "DMap06.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_07 =
   object { PolyFull
      pigment { 
         image_map { png "DMap07.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_08 =
   object { PolyFull
      pigment { 
         image_map { png "DMap08.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_09 =
   object { PolyFull
      pigment { 
         image_map { png "eDMap09.png" }
         //image_map { png "DMap09.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_10 =
   object { PolyFull
      pigment { 
         image_map { png "eDMap10.png" }
         //image_map { png "DMap10.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_11 =
   object { PolyFull
      pigment { 
         image_map { png "DMap11.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_12 =
   object { PolyFull
      pigment { 
         image_map { png "DMap12.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_13 =
   object { PolyFull
      pigment { 
         image_map { png "DMap13.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_14 =
   object { PolyFull
      pigment { 
         image_map { png "DMap14.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_15a =
   object { Poly15a
      pigment { 
         image_map { png "DMap15a.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh/2>
      }
      finish { Rfinish }
   }
#declare TFace_15b =
   object { Poly15b
      pigment { 
         image_map { png "DMap15b.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_16 =
   object { PolyFull
      pigment { 
         image_map { png "DMap16.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_17a =
   object { Poly17a
      pigment { 
         image_map { png "DMap17a.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_17b =
   object { Poly17b
      pigment { 
         image_map { png "DMap17b.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -64>
      }
      finish { Rfinish }
   }
#declare TFace_18 =
   object { PolyFull
      pigment { 
         image_map { png "DMap18.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_19 =
   object { PolyFull
      pigment { 
         image_map { png "DMap19.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
#declare TFace_20 =
   object { PolyFull
      pigment { 
         image_map { png "DMap20.png" }
            scale 
            rotate <90, 0, 0>
            translate <0, 0, -THigh>
      }
      finish { Rfinish }
   }
//=== END IMAGE MAP OF THE POLYHEDRAL FACES ===

//=== BEGIN GEOSCOPE ===
#declare Geoscope_19 =
union {
   object { TFace_19 }
   object { TFace_20
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
#declare Geoscope_14 =
union {
   object { TFace_14 }
   object { TFace_05
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
   object { TFace_15a
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
}
#declare Geoscope_13 =
union {
   object { TFace_13 }
   object { Geoscope_14
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
#declare Geoscope_12 =
union {
   object { TFace_12 }
   object { TFace_04
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
   object { Geoscope_13
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
}
#declare Geoscope_11 =
union {
   object { TFace_11 }
   object { Geoscope_12
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
   object { Geoscope_19
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
}
#declare Geoscope_18 =
union {
   object { TFace_18 }
   object { TFace_17b
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
}
#declare Geoscope_02 =
union {
   object { TFace_02 }
   object { TFace_03
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
   object { TFace_01
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
#declare Geoscope_16 =
union {
   object { TFace_16 }
   object { TFace_15b
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
}
#declare Geoscope_17a =
union {
   object { TFace_17a }
   object { Geoscope_16
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
}
#declare Geoscope_07 =
union {
   object { TFace_07 }
   object { TFace_06
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
   object { Geoscope_17a
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
#declare Geoscope_08 =
union {
   object { TFace_08 }
   object { Geoscope_02
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
   object { Geoscope_07
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
#declare Geoscope_09 =
union {
   object { TFace_09 }
   object { Geoscope_08
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate triangle around y-axis at vertex to align with adjacent triangle
   }
   object { Geoscope_18
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
#declare Geoscope =
union {
   object { Geoscope_09
      rotate           //Rotate Dihedral angle - the angle between faces
      rotate <0, 60, 0>          //Rotate to align with adjacent triangle
   }
   object { TFace_10 }           //Base triangle - upper left corner is at 0,0,0
   object { Geoscope_11
      rotate           //Rotate Dihedral angle - the angle between faces
      translate <-TEdge, 0, 0>   //Move minus width of triangle so that vertex is at 0,0 prior to y-axis rotation
      rotate <0, -60, 0>         //Rotate triangle around y-axis at vertex to align with adjacent triangle
      translate     //Move positive width of triangle to position edge to edge with adjacent triangle
   }
}
//=== END GEOSCOPE ===

//=== BEGIN INSTANTIATE OBJECTS ===
/*
object { Geoscope
   translate <-60-(50*Timer), RadiusIn, THigh/2>  //Move the Geoscope so that center of Geoscope is
   rotate                        //   at x,y,z of <0,0,0>
   rotate <0, 0, Timer*-150>
}
*/
object { Geoscope
   translate   //Move minus half edge width so that mid-edge of Face 10 (base) is <0,0,0>
   rotate      //Rotate half isohedron dihedral angle
   translate <0, 0, RadiusMid>   //Move icosahedron mid-sphere radius - now center of icosaheron is <0,0,0>
   rotate <-62.06, 0, -28.3>     //Rotate to put north-pole at y-axis
   rotate <0, 96, 0>             //Rotate to put latitude 0 degrees with positive x-axis
}
/*For visual alignment with latitude 0 degrees with positive x-axis
cylinder { <0, -300, 0>, <0, 300, 0>, 2 
   pigment { color Red }
   finish { Rfinish }
}
box { <4, 0, -0.5>, < 300, 300, 0.5> 
   pigment { color Red }
   finish { Rfinish }
} */

//=== END INSTANTIATE OBJECTS ===

//=== BEGIN LIGHT SOURCES ===
light_source { <-800, 1000, 800>
   color White shadowless
   parallel
   point_at <0, 0, 0>}
light_source { <-720, 500, -200>
   color Gray50 shadowless
   spotlight
   radius 65 falloff 80
   fade_distance 160
   fade_power 2
   point_at <0, 0, 0>}
light_source { <400, 400, -200>
   color Gray50 shadowless
   spotlight
   radius 65 falloff 80
   fade_distance 160
   fade_power 2
   point_at <0, 0, 0>} 
light_source { <-720, 500, 50>
   color Gray30 shadowless
   spotlight
   radius 65 falloff 80
   fade_distance 160
   fade_power 2
   point_at <0, 0, 0>}
light_source { <600, 400, 200>
   color Gray30 shadowless
   spotlight
   radius 65 falloff 80
   fade_distance 160
   fade_power 2
   point_at <0, 0, 0>}
light_source { <300, -600, -50>
   color Gray70 shadowless
   spotlight
   radius 65 falloff 80
   fade_distance 160
   fade_power 2
   point_at <0, 0, 0>}
light_source { <-200, -600, -150>
   color Gray70 shadowless
   spotlight
   radius 65 falloff 80
   fade_distance 160
   fade_power 2
   point_at <0, 0, 0>}
//=== END LIGHT SOURCES ===

background { color SkyBlue }

#declare Cam01 =
camera {
   location <0, 1240-(Timer*720), -29>
   look_at  <0, 0, -28>
   right 1.33*x
   angle 60
}

#declare Cam02 =
camera {
   location <110, -660, 85>
   look_at  <110, 0, -95>
   right 1.33*x
   angle 60
}

#declare Cam03 =
camera {
   location <0, 500, 0>
   look_at  <0, 0, 0>
   right 1.33*x
   angle 60
}

camera { Cam03 }
;Copyright (c) 2007 by Thomas J. Greenbaum. Some Rights Reserved.
;This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
;   http://creativecommons.org/licenses/by-nc-sa/3.0/
;Spheriphor_Study05e.ini
;Spheriphor Generator, version April 5, 2007
;For creation of a visual metaphor for representing complex data clusters

Input_File_Name = Spheriphor_Study05e.pov
Library_Path    = e:\Spheriphor\Geoscope01

; File Type S for System-specific Windows BMP 24bit color depth
Output_File_Type=S24
Output_File_Name=zSpheriphor_05_.bmp

Antialias=on
Width=320
Height=240

; Compute media and radiosity
Quality=10

; Turn Jitter OFF for animation
Jitter=off

; Don't want to pause between frames
Pause_when_Done=off

Initial_Frame=1
Final_Frame=120

;Subset_Start_Frame= 
;Subset_End_Frame=

; Clock
Initial_Clock=0
Final_Clock=1

;Cyclic_Animation=on  

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Copyright 2012 by Tom Greenbaum. Creative Commons License Some Rights Reserved
email: tom@karmatetra.com

Albuquerque, New Mexico