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Author Topic: Riemann Sphere Msltoe  (Read 1797 times)
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Buddhi
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« on: January 01, 2016, 10:13:13 PM »

Riemann Sphere Msltoe



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=18544

Image rendered with Mandelbulber 2.07 (version actually under development)
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M Benesi
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« Reply #1 on: January 01, 2016, 10:42:03 PM »

The hairs on it are pretty cool.  Nice...
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mclarekin
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« Reply #2 on: January 02, 2016, 12:14:27 AM »

@ M.Benesi, DarkBeam?

But have I got coded it correct. I can reduce the hair by decreasing bailout, but that forces me to reduce the DE step multiplier resulting in long render time.

(BTW the formula works well as a pre_transform before adding a Mbulb or quaternion.)



Code:
//MsltoeRiemannSphere     Variation1----------------------------------
//  http://www.fractalforums.com/new-theories-and-research/revisiting-the-riemann-sphere-%28again%29/
void RiemannSphereMsltoeV1Iteration(CVector3 &z, const cFractal *fractal)
{
  double r = z.Length();
  if (r < 1e-21) r = 1e-21;
  z *= fractal->transformCommon.scale/r;
  double w = 1.0 - z.z;
  if (w > -1e-21 && w < 1e-21) w = (w > 0) ? 1e-21 : -1e-21;
  w = 1.0/w;
  CVector3 t3;
  t3.x = z.x * w;
  t3.y = z.y * w;

  t3.z = (r - 1.5) * (1.0 + t3.x * t3.x + t3.y * t3.y);

  if (fractal->transformCommon.rotationEnabled)
  {
   t3 = fractal->transformCommon.rotationMatrix.RotateVector(t3);
  }

  t3.x = t3.x - floor(t3.x + 0.5);
  t3.y = t3.y - floor(t3.y + 0.5);

  z = t3 * fractal->transformCommon.constantMultiplier441;

  z += fractal->transformCommon.additionConstant000;
}


* Riem_bbb4 31.jpg (176.97 KB, 800x600 - viewed 216 times.)
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visual.bermarte
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« Reply #3 on: January 02, 2016, 03:29:07 PM »

I had the same problem.
http://bit.ly/1MMHwHO
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M Benesi
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« Reply #4 on: January 03, 2016, 10:16:14 PM »

I think the hair is awesome.  I was just wondering about a faster way to put hairs on fractals, although this code might be fast enough.  cheesy

  I'll check Msltoe's code and compare it to yours, but... I like the hairs, so feel a bit conflicted about you eliminating them. 
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3dickulus
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« Reply #5 on: January 03, 2016, 10:24:04 PM »

@MB maybe hair spraygun  roll eyes

interesting object, fragment script? would lower precision float trim the hair a bit?
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mclarekin
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« Reply #6 on: January 04, 2016, 12:00:45 AM »

Hmmm i did not think about I the fact that I am writing the code in double precision.  Yes, when I bring the ray marching step multiplier back towards 1.0, the hair is reduced,

 Usually hair is a problem for rendering, but I notice this hair renders quite well.  I could'nt find an image to compare this formula with, but I have also coded an earlier Msltoe Riemann Sphere formula which does reproduce the posted image. And I still have some DarkBeams versions to code as well.


 As I may have mentioned this type of formula is cool to use as the first part of a hybrid, like Benesi T1PT. (Examples of base shapes both attached)



* Riem_bbb5.jpg (75.64 KB, 504x522 - viewed 187 times.)

* T1PT_SO_CMAS aaa5 106.jpg (38.03 KB, 554x563 - viewed 190 times.)
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M Benesi
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« Reply #7 on: January 04, 2016, 05:46:41 AM »

@MB maybe hair spraygun  roll eyes
  might have been what I was thinking....  maybe...  cheesy


  @mclarekin- yeah, that's right. still like the hair.
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