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Author Topic: A fragment for fragmenting into fragments in Fragmentarium :)  (Read 2864 times)
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Kali
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« on: February 11, 2013, 07:10:27 PM »

Spent hours working on a fractal and you don't like the final result?

Ever thought of smashing it and breaking it to pieces?

Don't waste your money on a 3D print only to violently express your frustration!

And you don't have to use that hammer on your expensive monitor anymore!

I have the solution:

<a href="https://dl.dropbox.com/s/scxoucnt9nfjw5b/fragmentest.swf?token_hash=AAH6vay72NzJ6WPuJuYpJ2eqrfemn-TLaACHZJAvUEghrw" target="_blank">https://dl.dropbox.com/s/scxoucnt9nfjw5b/fragmentest.swf?token_hash=AAH6vay72NzJ6WPuJuYpJ2eqrfemn-TLaACHZJAvUEghrw</a>

Download the .frag, replace the formula section with that fractal you hate so much, and enjoy the fractal rage!


* Fragments.frag (4.99 KB - downloaded 205 times.)
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cKleinhuis
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« Reply #1 on: February 11, 2013, 07:21:26 PM »

nice, explosions are always welcome, especially when they give insights wink

now, next task would be to decrease block size of the grid, apply a little gravity and initial speed and you have the perfect particle system, this would as well fit nicely in my realtime demo i am sooo wanting to do cheesy

nice one!
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divide and conquer - iterate and rule - chaos is No random!
Kali
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« Reply #2 on: February 11, 2013, 07:37:08 PM »

Thanks Chris. You can already specify a lot of smaller blocks in the script parameters... but it's slow!
And I fear it's not so easy to set up a particle system, gravity, etc. using only the fragment shader. This is rather simple, equally sized blocks rotating and getting away from each other. Collisions and general particle tracking should be a nightmare to code using only the shader, I guess... but I'm not an expert so who knows if it can be done.
Anyway I can think of some improvements to make more interesting things based on this, like fractal fragmentation or pretransforms of the block grid to get more interesting fragmentation shapes (I already made some tests with sphere inversion).
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Tim Emit
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« Reply #3 on: February 11, 2013, 08:16:34 PM »

Great stuff Pablo, I will have a play with this tonight.. Thanks as ever for sharing your skills with us  A Beer Cup
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Kali
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Posts: 1138


« Reply #4 on: February 11, 2013, 08:23:01 PM »

My pleasure, Tim, and thanks for the comment.

Here's another example with 9x9x9 grid = 729 blocks:

<a href="https://dl.dropbox.com/s/mz3d7zhokyhl82y/morefragments.swf?token_hash=AAHhKXvbSyxSCLu8dplnXOOqApZBOATO0vA_4Gm9N69qKw" target="_blank">https://dl.dropbox.com/s/mz3d7zhokyhl82y/morefragments.swf?token_hash=AAHhKXvbSyxSCLu8dplnXOOqApZBOATO0vA_4Gm9N69qKw</a>

Took some minutes to render, even at this low resolution, and no hard shadows... but consider it's a DEcombinate of 729 objects!
Always something can be done for optimizing, but I can't think of any yet (eiffie... are you there?  grin)

After seeing this, I think I should add some randomness for a better effect, but some blocks will overlap.
« Last Edit: February 11, 2013, 08:25:20 PM by Kali » Logged

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cKleinhuis
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« Reply #5 on: February 11, 2013, 08:45:56 PM »

it is really slow sad

now this is some compact piece of code, just 2 functions, you are right about problems with fragments and system like stuff, but at the end, is the movement not only just a parabola ( http://en.wikipedia.org/wiki/Parabola ) that could be used to make it look like a fireworks explosion, i was scared from - although   tidy - program to fiddle it  in

collision detection wouldnt be doable with this "fake" approach, but i think it would not disturb so much, when using an even smaller box set up ( i know wouldnt be realtime ) ... cheesy just to keep you busy !
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eiffie
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« Reply #6 on: February 12, 2013, 05:04:48 PM »

OMG awesome idea! Will look for improvements if possible but will definitely steal your idea smiley
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Kali
Fractal Supremo
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Posts: 1138


« Reply #7 on: February 12, 2013, 08:22:13 PM »

Thanks eiffie, and it would be an honor to be robbed by you  grin

Now it's time for the Mandelbox/Amazingbox or whatever is called... yeah, I'm tired of it:


<a href="https://dl.dropbox.com/s/joizi3vvg877ssl/explodingmandelbox.swf?token_hash=AAHvXjg8fOktlxYtRsJ4zAO8j4vwQGcZ6ukujc391yxQsg" target="_blank">https://dl.dropbox.com/s/joizi3vvg877ssl/explodingmandelbox.swf?token_hash=AAHvXjg8fOktlxYtRsJ4zAO8j4vwQGcZ6ukujc391yxQsg</a>


Here I added some random speeds. If used with "speedvary", the blocks won't overlap.

I attached a new version of the script using mandelbox formula, with this speed randomization option and a grid sizing method that makes more sense (you specify the grid size and it remains fixed, then fragment sizes are automatically calculated)

P.S.: I noticed AO doesn't work well because of the block/fractal switching when calculating DE, but it's the only optimization I found so far sad




* Fragments.frag (6.19 KB - downloaded 180 times.)
« Last Edit: February 12, 2013, 08:47:25 PM by Kali » Logged

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Kali
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« Reply #8 on: February 12, 2013, 08:39:33 PM »

I was going to try a central glowing light as an explosion and also volumetric smoke, but my GPU begged me not to do it  praying

I leave it to you, eiffie, you have more patience and better scripts for that wink
« Last Edit: February 12, 2013, 08:48:15 PM by Kali » Logged

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knighty
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« Reply #9 on: February 12, 2013, 09:16:40 PM »

Very nice!
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marius
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« Reply #10 on: February 12, 2013, 09:51:39 PM »

Very nice!

Also, slowly morph the blocks into mandelboxes and repeat all the way to the bottom!
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eiffie
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« Reply #11 on: February 13, 2013, 09:18:20 PM »

Since the pieces fly straight out from the center you could limit the number of cubes that need to be checked per ray, then maybe its possible??? I really want to do what marius suggested with a menger and just keep zooming in, add smoke to hide most of the other cubes. Have the explosions choreographed to music smiley Also I want to cut the fractals up fractally. That would be a nice way to see how they are built.
« Last Edit: February 13, 2013, 09:24:25 PM by eiffie » Logged
cKleinhuis
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« Reply #12 on: February 13, 2013, 10:15:52 PM »

And to do an endless sequence choose one of the generated parts morph it into another base formula and iexplode again cheesy
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divide and conquer - iterate and rule - chaos is No random!
Kali
Fractal Supremo
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Posts: 1138


« Reply #13 on: February 14, 2013, 01:37:49 AM »

Since the pieces fly straight out from the center you could limit the number of cubes that need to be checked per ray, then maybe its possible???

Also, I was thinking, how can I define a volume containing the current view (including depth defined by distance fading), then limit the object checking to only the ones inside this volume. This should at least speed up the rendering when most of the pieces flew out the view.
« Last Edit: February 14, 2013, 01:45:46 AM by Kali » Logged

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LMarkoya
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« Reply #14 on: February 14, 2013, 03:53:34 AM »

Very cool guys....really amazing skills
Congrats
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