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Author Topic: Where the Dragons of Gold sup freely from the river of Blood & the Mercury mist rises  (Read 805 times)
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Tim Emit
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« on: September 21, 2016, 09:45:45 AM »

Where the Dragons of Gold sup freely from the river of Blood & the Mercury mist rises



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=19628

Fragmentarium- Gnarl frag. Luca&Crist


#info gnarl by dark-beam and crist-jroger
#include "MathUtils.frag"
#include "DE-Kn2cr11.frag"

uniform int Giter; slider[0,16,1000]
uniform float Gpow; slider[0,1,3]
uniform vec2 G1; slider[(0,0),(0,0),(2,2)]
uniform float Gheight; slider[0,1,5]
//uniform float Gnarl; slider[0,2,5]
uniform vec2 Gmove; slider[(0,0),(5,5),(20,20)]
uniform vec2 Gnarl; slider[(0,0),(1,1),(3,3)]

float Mag(vec3 pos) {
vec3 z=pos;
int i=0;
float Xold = z.x;
float Yold = z.y;
float xn = 0.0;
float yn = 0.0;
   for (i=0; i<Giter; i++) {
   xn = z.x - (0.1+G1.x/10)* sin(z.y + Gmove.x*sin(2*z.y-0.2*Gnarl.x*z.x));
   yn = z.y - (0.1+G1.y/10)* sin(z.x + Gmove.y*sin(2*z.x-0.2*Gnarl.y*z.y));
   z.x= xn; z.y= yn;
   }
xn = Xold-z.x;
yn = Yold-z.y;
float mag = 1.5*Gheight + xn*xn+ yn*yn;
mag = log(mag*(Gpow+0.0001)); //smooth
//return z.z-abs(mag);
return z.z-mag;
}


float DE(vec3 pos) {
return pos.z*Mag(pos);
}

#preset default
FOV = 1.35142
Eye = 0.664,42.758,-1.688
Target = -4.93729,17.8773,30.9307
UpLock = false
FocalPlane = 1.80814
Aperture = 0
InFocusAWidth = 0.46845
DofCorrect = false
ApertureNbrSides = 7
ApertureRot = 10
ApStarShaped = false
Gamma = 1.70255
ToneMapping = 5
Exposure = 0.8835
Brightness = 1.03935
Contrast = 1.7738
Saturation = 1.48855
GaussianWeight = 1
AntiAliasScale = 0.4164
Bloom = true
BloomIntensity = 0.9881
BloomPow = 2.1542
BloomTaps = 24
BloomStrong = 6.59759
Detail = -2.00025
RefineSteps = 16
FudgeFactor = 0.58712
MaxRaySteps = 627
MaxDistance = 138.59
Dither = 0.55858
NormalBackStep = 0.8024
DetailAO = -1.00002
coneApertureAO = 0.56998
maxIterAO = 49
FudgeAO = 1
AO_ambient = 1.41086
AO_camlight = 1.09982
AO_pointlight = 0.60072
AoCorrect = 0.44894
Specular = 0.13434
SpecularExp = 272.89
CamLight = 0.760784,0.827451,1,0.16082
AmbiantLight = 1,0.960784,0.815686,0.3516
Reflection = 0.243137,0.243137,0.243137
ReflectionsNumber = 3
SpotGlow = true
SpotLight = 1,0.87451,0.160784,4.1632
LightPos = 6.465,-5.8662,-9.8356
LightSize = 0.08475
LightFallOff = 0.1855
LightGlowRad = 1.19965
LightGlowExp = 0.447
HardShadow = 1
ShadowSoft = 6.6194
ShadowBlur = 0.70831
perf = true
SSS = true
sss1 = 0.17206
sss2 = 0.27945
BaseColor = 1,0.835294,0.631373
OrbitStrength = 0
X = 0.5,0.6,0.6,0.69528
Y = 1,0.6,0,0.52364
Z = 0.8,0.78,1,0.6976
R = 0.490196,0.490196,0.364706,0.96496
BackgroundColor = 0.505882,0.811765,1
GradientBackground = 0.1842
CycleColors = true
Cycles = 2.55815
EnableFloor = true
FloorNormal = -0.00248,0,0.84298
FloorHeight = -0.124
FloorColor = 1,0.00784314,0.0235294
HF_Fallof = 5
HF_Const = 0.0551
HF_Intensity = 0.05973
HF_Dir = 0.52358,0.00874,-0.90682
HF_Offset = 0.3958
HF_Color = 0.478431,0.607843,0.619608,1.47768
HF_Scatter = 4.3355
HF_Anisotropy = 0,0,0
HF_FogIter = 6
HF_CastShadow = true
EnCloudsDir = true NotLocked
Clouds_Dir = -0.23616,-0.14694,-0.19214 NotLocked
CloudScale = 9.30967 NotLocked
CloudFlatness = 0.06186 NotLocked
CloudTops = -9.7496 NotLocked
CloudBase = -9.9522 NotLocked
CloudDensity = 0.23252 NotLocked
CloudRoughness = 1.01086 NotLocked
CloudContrast = 2.1794 NotLocked
CloudColor = 0.698039,0.443137,0.0901961 NotLocked
CloudColor2 = 0.847059,0.0392157,0.188235 NotLocked
SunLightColor = 0.462745,0.698039,0.619608 NotLocked
Cloudvar1 = 0.99 NotLocked
Cloudvar2 = 7.71384 NotLocked
CloudIter = 5 NotLocked
CloudBgMix = 0.64783 NotLocked
Giter = 514
Gpow = 0.1008
G1 = 2,0.3839
Gheight = 0.7226
Gmove = 3.3138,3.979
Gnarl = 1.89504,1.75347
Up = -0.29804,-1.41519,0.0515301
#endpreset
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TheRedshiftRider
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« Reply #1 on: September 21, 2016, 03:28:22 PM »

Repeating Zooming Self-Silimilar Thumb Up, by Craig
Nice
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Motivation is like a salt, once it has been dissolved it can react with things it comes into contact with to form something interesting. nerd
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