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Author Topic: Cross Menger!? Can anyone do this?  (Read 5485 times)
0 Members and 1 Guest are viewing this topic.
knighty
Fractal Iambus
***
Posts: 819


« Reply #15 on: June 25, 2016, 02:24:55 AM »

Well... no. The base shape (which is indeed a prism with an equilateral triangular base) have nothing to do with pre-transform. It is just a convex hull of the fractal. IMHO, you don't need to implement the base shape as an iteration.
You are right, there is a lot of room for optimization. for example:
Code:
float t = 2. * max(0., dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.)*0.5;
can be replaced by:
Code:
float t = max(0., dot(p.xy, vec2(-sqrt(3.)*0.5 , 0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.);

It seems you forgot a 2 factor in :
Code:
double dot = z.x * -sqr305 + z.y * 0.5;
it should be:
Code:
double dot = z.x * -sqr3 + z.y;
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #16 on: June 25, 2016, 06:39:00 AM »

Probably in Mandelbulber V2.09 we will have it set up to make it easier to do maths outside the iteration loop.  But currently I have to use  a single iteration at the beginning inside the  loop. (.ie . if( i < 1). (but is currently set up for testing, so I temporary  itr start and itr stop parameters).

"It is just a convex hull of the fractal",  that is a good definition.

This is my optimisation path, and I still seem to end  up with the same line          double dot = z.x * -sqr305 + z.y * 0.5;h.mmm???
 I can not see a mistake (but that is a common thing for me, ie. 10minutes to code it "perfectly" , then several hours to find and fix the imperfections grin)

original
float t = 2. * max(0., dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.)*0.5;

optimised
float t = max(0.,  dot(p.xy,    vec2(-sqrt(3.) * 0.5,     0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.); // same as Knighty's example

where dot part  = ( p.x  * -sqrt(3.) * 0.5) + (p.y * 0.5)

 code to c++
dot1 = (z.x * -sqr305)  + (z.y * 0.5); // sqr305 = constant sqr3 * 0.5
t = max( 0.0 , dot1);

z.x -= t * -sqr3;
z.y -= t;    //   or  z.y = z.y - t
//.............................................
//Next line is
//z.y = fabs(z.y) //
// optimise with previous line
//    becomes z.y = fabs(z.y - t).
//.........................................................

c++
dot1 = (z.x * -sqr305)  + (z.y * 0.5); // sqr305 = sqr3 * 0.5
t = max( 0.0 , dot1);
z.x -= t * -sqr3;
z.y = fabs(z.y ľ t); and these lines are also used  in CrossMengerTrick and  CrossMengerKIFS which I am finally starting to look at


* crossMgr drew9 hybrid 5.jpg (112.65 KB, 800x600 - viewed 176 times.)
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mclarekin
Fractal Senior
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Posts: 1739



« Reply #17 on: June 26, 2016, 02:56:03 AM »

I have a better understanding of  how this .frag  works now,  grin, (I was lacking some real basic programming knowledge.) So I feel embarrassed for a minute, then move on, LOL. 

This is the first time I have seen and understood how  a base shape can be used  afro, A whole new area of formulas that I have yet to explore. Will there ever be an end to this infinity of possibilities??



* crossMgr eel6 hybrid 99.jpg (172.79 KB, 800x800 - viewed 168 times.)
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knighty
Fractal Iambus
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Posts: 819


« Reply #18 on: June 26, 2016, 02:58:15 AM »

No!  grin
(the N in No stans for No) wink

BTW, you can get the KIFS version without coding in mandelbulber.
Code:
# Mandelbulber settings file
# version 2.07
# only modified parameters
[main_parameters]
aux_light_enabled_1 true;
aux_light_intensity_1 1,41254;
aux_light_position_1 5 -3 3;
camera 3,365672583055189 -3,804478575040412 2,714269048418577;
camera_distance_to_target 2,604907989501952;
camera_rotation 25,86963147804066 -31,02749091811327 -1,416340756589222e-13;
camera_top -0,2249033775581471 0,4637956897721983 0,8569200831534224;
formula_1 10;
keyframe_last_to_render 0;
main_light_intensity 1,07;
target 2,391708951148566 -1,795971013359245 1,371571073383262;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_scale 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #19 on: June 26, 2016, 03:16:05 AM »

Thanks I  will try that.

This formula/concept is so cool. Just testing the base shape for the few days has been a lot of fun, it works so well with many linear type formulas creating all sorts of new shapes for me.


* crossMgr eel8 hybrid 44.jpg (193.97 KB, 700x707 - viewed 177 times.)
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #20 on: July 02, 2016, 02:53:22 AM »

Latest c++ version of the prism shape transform.  I have made one UI where the set up has transforms :- PrismShape, Benesi T1, Benesi T1 Mod, Menger Sponge (all have start/stop iterations controls.)
The prism shape has now got four internal parameters, when mixed with the other transform internal parameters, the possibilities appear to approximate infinity wink.






Code:
/**
 * Menger Prism Shape
 * from code by Knighty http://www.fractalforums.com/fragmentarium/cross-menger!-can-anyone-do-this/msg93972/#new
 */
void MengerPrismShapeIteration(CVector3 &z, int i, const cFractal *fractal)
{
  CVector3 gap = fractal->transformCommon.constantMultiplier000; // default 0,0,0
  double t;
  double temp;
  double sqr3 = SQRT_3;
  double sqr305 = 0.86602540378443864676372317075294;
  double dot1;

  if ( i >= fractal->transformCommon.startIterationsA // default 0.0
     && i < fractal->transformCommon.stopIterations1)// default 1.0
  {
    z.y = fabs(z.y);
    z.z = fabs(z.z);
    dot1 = (z.x * -sqr305 + z.y * 0.5) * fractal->transformCommon.scale; // default 1
    t = max(0.0, dot1);
    z.x -= t * -sqr3;
    z.y = fabs(z.y - t);

    if(z.y > z.z)
    {
      temp =z.y;
      z.y = z.z;
      z.z = temp;
    }
    z -= gap * CVector3( sqr305, 1.5, 1.5);
    // z was pos, now some points neg (ie neg shift)
    if(z.z > z.x)
    {
      temp =z.z;
      z.z = z.x;
      z.x = temp;
    }
    if(z.x < 0.0 )
    {
      z.x = z.x;
    }
    else
    {
      z.y = max(0.0, z.y);
      z.z = max(0.0, z.z);
    }
  }
}


* Mgr prism haab8 1200.jpg (213.66 KB, 855x664 - viewed 167 times.)
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Buddhi
Fractal Iambus
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Posts: 895



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« Reply #21 on: July 04, 2016, 09:01:06 PM »

No!  grin
(the N in No stans for No) wink

BTW, you can get the KIFS version without coding in mandelbulber.
Code:
# Mandelbulber settings file
# version 2.07
# only modified parameters
[main_parameters]
aux_light_enabled_1 true;
aux_light_intensity_1 1,41254;
aux_light_position_1 5 -3 3;
camera 3,365672583055189 -3,804478575040412 2,714269048418577;
camera_distance_to_target 2,604907989501952;
camera_rotation 25,86963147804066 -31,02749091811327 -1,416340756589222e-13;
camera_top -0,2249033775581471 0,4637956897721983 0,8569200831534224;
formula_1 10;
keyframe_last_to_render 0;
main_light_intensity 1,07;
target 2,391708951148566 -1,795971013359245 1,371571073383262;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_scale 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

You are GENIUS! I have never mastered how to define all vectors intentionally. It is always mostly experimenting. I can write the software, but don't know how to use it  head batting
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Buddhi
Fractal Iambus
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Posts: 895



WWW
« Reply #22 on: July 04, 2016, 10:05:44 PM »

By the way, it's very nice starting point to get interesting shapes:

Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
aux_light_enabled_1 true;
aux_light_intensity_1 1,41254;
aux_light_position_1 5 -3 3;
basic_fog_color f100 f100 e500;
basic_fog_enabled true;
basic_fog_visibility 3,46737;
brightness 1,67;
camera -1,805545920848823 0,7293700491624603 -2,397988757052514;
camera_distance_to_target 0,006226014714202337;
camera_rotation -150,0427711170006 35,45873861972266 91,66986964501579;
camera_top -0,8575889311327257 -0,5137877264398242 -0,0237359928889756;
DE_thresh 7,4131e-07;
DOF_enabled true;
DOF_focus 0,002681433456018567;
DOF_radius 4,43;
flight_last_to_render 0;
fog_color_1 ff00 e200 0000;
fog_color_2 7e00 6700 2400;
fog_color_3 af00 a200 8a00;
formula_1 10;
gamma 0,74;
image_height 2160;
image_width 3840;
keyframe_last_to_render 0;
main_light_alpha -73,3;
main_light_beta 22,83;
main_light_intensity 1,07;
mat1_coloring_random_seed 133572;
mat1_coloring_saturation 0,14;
mat1_surface_color_palette 786b7b 3d3e2b 4d353a 62556e 4a333e f3e6f5 182110 877c97 424c48 ddcdc8;
raytraced_reflections true;
shadows_cone_angle 0,1;
target -1,803013551299897 0,7249762850259339 -2,394376943048206;
view_distance_max 27,84953095615215;
volumetric_fog_colour_1_distance 0,0001761009087797636;
volumetric_fog_colour_2_distance 0,0003522018175595273;
volumetric_fog_distance_factor 0,0003522018175595273;
volumetric_fog_enabled true;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation -32,9 0 90;
IFS_rotation_enabled true;
IFS_scale 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]



* IFS099.jpg (207.27 KB, 1280x720 - viewed 212 times.)
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #23 on: July 05, 2016, 06:11:16 AM »

@ buddhi, I was impressed too!!!   

The prism shape is a lot of fun and has introduced another fast shape into the mix. I am thinking we could add this (and probably others to the presets on the kifs UI.)




* Mgr prism jas4a 32.jpg (226.41 KB, 800x800 - viewed 164 times.)
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Crist-JRoger
Fractal Fertilizer
*****
Posts: 389



WWW
« Reply #24 on: July 05, 2016, 06:32:19 PM »

The prism shape is a lot of fun and has introduced another fast shape into the mix. I am thinking we could add this (and probably others to the presets on the kifs UI.)
Can you show on GLSL how you doing this?  embarrass
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #25 on: July 05, 2016, 08:43:08 PM »

Here is an attempt smiley

It is essentially the first part of Knighty's code with the differences in yellow and used  generally as a  pre transform.  The simplest example is place it before a menger sponge and test out the gap and dotscale parameters. For the above image I placed it before the existing KIFS version that Knighty showed was already possible in Mandelbulber.


Code:
#info CrossMenger
#include "DE-Raytracer.frag"
#group CrossMenger
// Number of fractal iterations.
uniform int Iterations;  slider[0,3,100]
uniform vec3 Gap; slider[-1.,0.,1.]
uniform float dotscale; slider[0.,1.,5.]

uniform float Dot KIFS; checkbox[false]


float baseshape(vec3 p, float gap)

{
        p.yz=abs(p.yz);

        float t = 2.* max(0., dotscale * dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );

    p.xy -= t*vec2(-sqrt(3.),1.)*0.5;

        p.y=abs(p.y);



        if(p.y>p.z) p.yz=p.zy;

        p-=gap *vec3(0.5*sqrt(3.),1.5,1.5);



        if(p.z>p.x){p.xz=p.zx;}

        if(p.x<0.) return p.x;

        p.yz=max(vec2(0.),p.yz);

        return (p );
}

oops yellow hard to read

Code:
Code:
#info CrossMenger
#include "DE-Raytracer.frag"
#group CrossMenger
// Number of fractal iterations.
uniform int Iterations;  slider[0,3,100]
uniform vec3 Gap; slider[-1.,0.,1.]
uniform float dotscale; slider[0.,1.,5.]
uniform float Dot KIFS; checkbox[false]


float baseshape(vec3 p, float gap)

{
        p.yz=abs(p.yz);

        float t = 2.* max(0., dotscale * dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );

p.xy -= t*vec2(-sqrt(3.),1.)*0.5;

        p.y=abs(p.y);



        if(p.y>p.z) p.yz=p.zy;

        p-=gap *vec3(0.5*sqrt(3.),1.5,1.5);



        if(p.z>p.x){p.xz=p.zx;}

        if(p.x<0.) return p.x;

        p.yz=max(vec2(0.),p.yz);

        return (p );
}
« Last Edit: July 05, 2016, 09:01:19 PM by mclarekin, Reason: non-yellow version » Logged
Max Sinister
Conqueror
*******
Posts: 114


« Reply #26 on: July 05, 2016, 11:15:36 PM »

Very nice. I may have to get this software one day.
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #27 on: July 06, 2016, 06:05:39 AM »

Quote
Can you show on GLSL how you doing this?  embarrass

This is what the default settings should give you if you run Prism Shape for one iteration, followed by a standard Menger Sponge for the remaining iterations.

The dotscale simply flattens the shape  i.e a house with roof shape.

With the Gap x,y,z controls you get some cool shapes  with symmetric gap vect3 like (0.5, -0.5,  0.0)

In Mandelbulber I have iteration controls  so I can place the Prism Shape Transform  at "say" iteration number 2 , or iterations 2 & 3.

If you can get this to work I can do some more  GLSL-ish code for the other transforms that work well together with the prism base shape.




* Prism Menger.jpg (201.75 KB, 700x700 - viewed 182 times.)
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mclarekin
Fractal Senior
******
Posts: 1739



« Reply #28 on: July 06, 2016, 06:46:54 AM »

This is what gap vect3 (0.5, -0.5, 0.0) should look like smiley


* Prism Menger 0.5 -0.5 0.0.jpg (176.44 KB, 640x640 - viewed 164 times.)
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knighty
Fractal Iambus
***
Posts: 819


« Reply #29 on: July 12, 2016, 12:12:47 AM »

It is not that difficult to do KIFS. It requires some work though and a lot of sketches (and maybe a 3D CAD software). It is better to begin with 2D objects. The first one I did was a 2D Sierpinski triangle smiley

One have to:
- Identify scale center and value.
- Identify the folding lines/planes and their order: These are visible as the object is symmetric.

Here is the settings for the KIFS version of the crossMenger with 3 iterations (can be changed). The second KIFS formula is for the prism:
Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion 5;
ambient_occlusion_enabled true;
ambient_occlusion_mode 1;
bailout 208,93;
camera -0,5069504723639101 -3,94725606567745 2,514460444670165;
camera_distance_to_target 3,766618844714503;
camera_rotation -7,318497517213343 -32,28573138251144 -1,391989634809267e-13;
camera_top 0,06804156545685146 0,529790377184933 0,8453948791023207;
check_for_bailout_1 false;
delta_DE_function 1;
detail_level 2;
file_lightmap C:\Documents and Settings\Administrateur\Mes documents\TÚlÚchargements\mandelbulber2-win32-2.08-1\textures\background4.jpg;
flight_last_to_render 0;
formula_1 71;
formula_2 10;
formula_3 10;
formula_iterations_2 3;
formula_material_id 3;
formula_stop_iteration_3 100;
fractal_enable_1 false;
glow_enabled false;
hybrid_fractal_enable true;
image_height 480;
image_width 640;
keyframe_last_to_render 0;
mat1_is_defined true;
mat2_fresnel_reflectance true;
mat2_is_defined true;
mat2_name gold;
mat2_reflectance 0,72;
mat2_specular 5;
mat2_specular_color ff00 e100 3400;
mat2_specular_width 0,215;
mat2_surface_color ff00 cc00 1000;
mat2_transparency_index_of_refraction 10;
mat2_use_colors_from_palette false;
mat3_is_defined true;
mat3_name red plastic;
mat3_specular 1,08;
mat3_specular_width 0,343;
mat3_surface_color a700 1300 1300;
mat3_transparency_index_of_refraction 1,37;
mat3_use_colors_from_palette false;
mat4_is_defined true;
mat4_name white plastic;
mat4_surface_color 6f00 6f00 6f00;
mat4_use_colors_from_palette false;
N 98;
penetrating_lights false;
primitive_plane_1_enabled true;
primitive_plane_1_material_id 4;
primitive_plane_1_position 0 0 -1,5;
repeat_from 3;
SSAO_random_mode true;
target -0,1013214770768532 -0,788916939183583 0,5025517485314003;
use_default_bailout false;
volumetric_fog_colour_1_distance 0,7849368203977499;
volumetric_fog_colour_2_distance 1,5698736407955;
volumetric_fog_distance_factor 1,5698736407955;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
transf_constant_multiplier_441 3 3 3;
transf_rotation 60 0 80,2;
transf_scale -1;
[fractal_2]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
[fractal_3]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0,5 0,866 0;
IFS_distance_2 0,43;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_offset 0,866 1,5 1,5;
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

And this one with a "reduced" prism. I have just scaled down (in the second KIFS) the "vector offset" and the "dist" of the #3 folding vector:
Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion 0,27;
ambient_occlusion_enabled true;
ambient_occlusion_mode 0;
bailout 208,93;
camera -0,5069504723639101 -3,94725606567745 2,514460444670165;
camera_distance_to_target 3,766618844714503;
camera_rotation -7,318497517213343 -32,28573138251144 -1,391989634809267e-13;
camera_top 0,06804156545685146 0,529790377184933 0,8453948791023207;
check_for_bailout_1 false;
delta_DE_function 1;
detail_level 2;
file_lightmap C:\Documents and Settings\Administrateur\Mes documents\TÚlÚchargements\mandelbulber2-win32-2.08-1\textures\background4.jpg;
flight_last_to_render 0;
formula_1 71;
formula_2 10;
formula_3 10;
formula_iterations_2 3;
formula_material_id 3;
formula_stop_iteration_3 100;
fractal_enable_1 false;
glow_enabled false;
hybrid_fractal_enable true;
image_height 480;
image_width 640;
keyframe_last_to_render 0;
mat1_is_defined true;
mat2_fresnel_reflectance true;
mat2_is_defined true;
mat2_name gold;
mat2_reflectance 0,72;
mat2_specular 5;
mat2_specular_color ff00 e100 3400;
mat2_specular_width 0,215;
mat2_surface_color ff00 cc00 1000;
mat2_transparency_index_of_refraction 10;
mat2_use_colors_from_palette false;
mat3_is_defined true;
mat3_name red plastic;
mat3_specular 1,08;
mat3_specular_width 0,343;
mat3_surface_color a700 1300 1300;
mat3_transparency_index_of_refraction 1,37;
mat3_use_colors_from_palette false;
mat4_is_defined true;
mat4_name white plastic;
mat4_surface_color 6f00 6f00 6f00;
mat4_use_colors_from_palette false;
N 98;
penetrating_lights false;
primitive_plane_1_enabled true;
primitive_plane_1_material_id 4;
primitive_plane_1_position 0 0 -1,5;
repeat_from 3;
SSAO_random_mode true;
target -0,1013214770768532 -0,788916939183583 0,5025517485314003;
use_default_bailout false;
volumetric_fog_colour_1_distance 0,7849368203977499;
volumetric_fog_colour_2_distance 1,5698736407955;
volumetric_fog_distance_factor 1,5698736407955;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
transf_constant_multiplier_441 3 3 3;
transf_rotation 60 0 80,2;
transf_scale -1;
[fractal_2]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
[fractal_3]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0,5 0,866 0;
IFS_distance_2 0,34;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_offset 0,6929999999999999 1,2 1,2;
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]
Logged
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