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Author Topic: An interesting fractal, the Mandelex (inspired by the box)  (Read 6687 times)
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cKleinhuis
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« Reply #15 on: December 30, 2012, 02:14:34 PM »

you need 2 angles to rotate now wink
but you can do it simple consecutive, by calling 2 rotate functions that leave one component alone,

or you create a rotation matrix out of your 2 angles, this is advisable because gpu is optimized for matrix multiplication

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Hiato
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« Reply #16 on: December 30, 2012, 03:01:07 PM »

Ok, so I see that I can retrieve the 2D shape by performing rotations in one plane only, but then the resulting shape is a rectangle. I have updated the script accordingly. (I had to change the maximum "far" value in the renderer include file to get this pic, note again the lines)



(Also, can someone recommend a place to store these images, I'm a tad concerned my host is not going to be so happy with this Sceptical)
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cKleinhuis
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« Reply #17 on: December 30, 2012, 03:13:08 PM »

too bad, even i installed the brute raytracers from the fragmentarium site

@syntopia if you read this, can you update the download package to include ALL examples, or provide an actualised example folder as download ?!?

this is the output, seems like some base include is missing, but i am not familar with fragmentarium

Code:

Parse: E:/downloads8/Fragmentarium Windows Binary v0.9.12b2/Fragmentarium Windows Binary v0.9.12b/Examples/mx3d.frag
Including file: E:/downloads8/Fragmentarium Windows Binary v0.9.12b2/Fragmentarium Windows Binary v0.9.12b/Examples/Include/Brute-Raytracer.frag
No vertex shader found!
Could not create vertex shader:
Could not find Center interface widget
Could not find Zoom interface widget
Failed to compile script (53 ms).
Found 'default' index. Executing...
Could not find: AOScale
Could not find: AOStrength
Could not find: BackgroundColor
Could not find: BaseColor
Could not find: Brightness
Could not find: CamLight
Could not find: CamLightMin
Could not find: CentralDifferences
Could not find: Contrast
Could not find: CycleColors
Could not find: Cycles
Could not find: DebugInside
Could not find: DebugNormals
Could not find: EquiRectangular
Could not find: Exposure
Could not find: Eye
Could not find: FOV
Could not find: Far
Could not find: Fog
Could not find: Gamma
Could not find: Glow
Could not find: GradientBackground
Could not find: Near
Could not find: NormalScale
Could not find: OrbitStrength
Could not find: R
Could not find: SampleNeighbors
Could not find: Samples
Could not find: Saturation
Could not find: ShowDepth
Could not find: Specular
Could not find: SpecularExp
Could not find: SpotLight
Could not find: SpotLightDir
Could not find: Stratify
Could not find: Target
Could not find: ToneMapping
Could not find: Up
Could not find: X
Could not find: Y
Could not find: Z
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Hiato
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« Reply #18 on: December 30, 2012, 03:29:36 PM »

too bad, even i installed the brute raytracers from the fragmentarium site

@syntopia if you read this, can you update the download package to include ALL examples, or provide an actualised example folder as download ?!?

this is the output, seems like some base include is missing, but i am not familar with fragmentarium [snip]

So yeah, you need to stick the files Brute3D.frag, Brute-Raytracer.frag, and DepthBufferShader.frag in your Examples/Include directory. I have temporarily mirrored them here (and will remove them at the request of Syntopia), merely for your convenience They can be found in his Github repo: https://github.com/Syntopia/Fragmentarium/tree/master/Fragmentarium-Source/Examples/Include
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cKleinhuis
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« Reply #19 on: December 30, 2012, 03:36:50 PM »

i got it running, but now i have no colors

but i saw ... you use 3 angles as angle definition ... but 2 are perfectly sufficient wink this is because 2 angles are sufficient to place a dot on a sphere, the third angle just gives redundancy ....


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Syntopia
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« Reply #20 on: December 30, 2012, 03:49:06 PM »

Hi, the Brute force raytracer is not part of the official build yet, because of some issues I need to fix with some of the other code.

The experimental build can be found here in this thread: http://www.fractalforums.com/3d-fractal-generation/rendering-3d-fractals-without-distance-estimators/msg54477/#msg54477

(The example files are not enough to run the brute shader - there are required changes to the binary files as well.)

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Syntopia
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« Reply #21 on: December 30, 2012, 03:51:18 PM »


and a second (it's pretty tricky to do renders, the lines are an artefact of the image combination process, Syntopia?)

If you get recombination artifacts using the Brute raytracer, you must set the Padding option in the High-Resolution render dialog (please use the build linked to above).
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Alef
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« Reply #22 on: December 30, 2012, 03:55:56 PM »

I wanted to post a link http://www.fractalforums.com/3d-fractal-generation/rendering-3d-fractals-without-distance-estimators/90/ but Syntopia was 2 just mins befor me.

Well, 2D looks great. 3D so far is rather menger  mandelbox, but I think, so far it's like unpolished gemstone, and we just need to find a way to get what is seen in 2D pictures. Maybe it could become popular like mandelbox, and someone would 3D print it.

Better share .jpg pictures, they loads faster. If you want easy ready solution with colours, compiler and brute force raytracer, and don't want spead, then you should try Chaos Pro. http://www.chaospro.de/  It have much less possibilities than Fragmentarium (It's a bitt outdated), but it should be much more easy to implement and finetune it.
« Last Edit: December 30, 2012, 04:41:21 PM by Alef » Logged

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Hiato
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« Reply #23 on: January 01, 2013, 10:30:44 PM »

Heya all, I trust that calendar transitions were joyous and so on. So I have been playing with the parameters in the Mandelex a little and found some interesting variants [I have dubbed them "hivemind" and "sierpenski" for semi-obvious reasons tongue stuck out] - all the presets are now stored in the .frag file, and renders and .frags can be found here: http://hiato.uctleg.net/mandelex/

Some quick snaps,
Hivemind

Sierpenski

Sheep (the justification for this name lies in the joiners between the centre object and the corner pieces tongue stuck out)


Now for some replies:

@kram1032: Why thank you smiley

@cKleinhuis: Yeah, so I am currently attempting to create a cross section renderer for the 3D version to confirm this business with rotations, I'm not sure why we are getting what we have.

@Syntopia: Ah, I see, makes sense (I was wondering what that did), thanks

@Alef: I agree, some work needs to go into this 3D version. First I want to take a cross-section approach and get a rough idea what it is that we should see. As for .jpg, heh, yeah it seems obvious now that you mention it tongue stuck out Thanks for the kind words though, much appreciated, and I'll check out Chaos Pro once things return to normal my side.

Thanks all for your interest in this matter, it seems that this is a truly awesome community you guys have here!
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subblue
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« Reply #24 on: January 03, 2013, 09:08:41 PM »

This is a very interesting new fractal, thanks for sharing it! However, I couldn't help optimise the original code wink

I've removed all conditionals (apart from the bailout), fixed issues with the stricter ATI GLSL compiler, improved the rotation behaviour (no white square covering the center now), added a julia mode, separated the linear and non-linear params, and added average exponential smooth colouring.

On my system I'm getting a 2-3x fps speed increase now smiley








* mandelexOptimised.frag (3.32 KB - downloaded 231 times.)
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trafassel
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« Reply #25 on: January 03, 2013, 09:49:21 PM »

The 3D variant of the formula given in reply #4 (but with angle=0) is dusty, but there are some regions with stays stable with 256 iterations.




* Data136pic10035s.jpg (254.24 KB, 1200x1200 - viewed 648 times.)
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fractalrebel
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« Reply #26 on: January 04, 2013, 12:03:25 AM »

Would it be possible to have mandelex code that is  more platform neutral?   cry For example, what is a slider, what does inout mean in the context of a function, etc. I don't want to have to learn to use another platform. From my point of view, generic code would be far preferable. The original mandelbulb and mandelbox code meet the generic requirements, which makes it very easy to use with almost any platform.

Thanks in advance. grin
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cKleinhuis
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« Reply #27 on: January 04, 2013, 01:32:59 AM »

Inout is simply a variable parameter which means the function changes its value

slider is a user interface directive to create ui slider with min max and default values wink
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fractalrebel
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« Reply #28 on: January 04, 2013, 01:35:59 AM »

Inout is simply a variable parameter which means the function changes its value

slider is a user interface directive to create ui slider with min max and default values wink

Thanks.  smiley
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cKleinhuis
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« Reply #29 on: January 04, 2013, 02:14:52 AM »

This is rather new and the author kindly shared his code with us just one week ago or so the formula is not yet fully explored neither available in any othe program, he has formulated a pseudo code right in the first post in a few weeks this formula should be fully documented smiley

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divide and conquer - iterate and rule - chaos is No random!
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