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BX3000 Steam Punk OrganFractal Desintegration of a Musical Keyboard IIFractal Desintegration of a Musical Keyboard
Fractal Desintegration of a Musical Keyboard II
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Description: Created w/ Mandelbulb3D
DEcombinate{invmax}:(HeightMapIFS, Menger4, _tocylindrical)

A lot like yesterday's post, but a tiny bit less abstract.

Thanks for lookin'  smiley
Stats:
Total Favorities: 1 View Who Favorited
Filesize: 436.61kB
Height: 574 Width: 1124
Keywords: Mandelbulb music piano 
Posted by: JoeFRAQ October 08, 2013, 05:36:10 PM

Rating: ***** by 6 members.

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Comments (8) rss
KRAFTWERK
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October 17, 2013, 09:51:52 PM
Weird approach... and great work!  A Beer Cup A Beer Cup A Beer Cup A Beer Cup A Beer Cup
JoeFRAQ
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October 17, 2013, 04:45:36 PM
Thanks Taurus!  smiley   The keyboard pattern shows up in my artwork over and over.  I have practiced piano since the age of 5 and like fractal art, it is something I never get board of practicing.
taurus
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October 17, 2013, 04:41:00 PM
very cool aproach. as a musician, I like the theme and as a graphic artist, I like the creativity. Well done!
JoeFRAQ
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October 10, 2013, 09:15:02 PM
Thanks Dermis!  smiley  The color map I used was all white with one little strip of black which I aligned with the black keys.  I used some slightly colored positional and global lights and I also used a light blue for the Dyn.Fog.
Dermis
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October 10, 2013, 09:03:28 PM
Very cool work, and very generous to give some insight into the height mapping technique. Any tips for the colour mapping? =]
JoeFRAQ
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October 09, 2013, 02:35:36 PM
Sure…I’m no expert, but I can try to explain it the best I can.   smiley

The actual creation of the height map is just the process of producing a grayscale image.  Everything that is black becomes your base lowest point and everything that is white becomes your base highest point.  All the shades of gray in between represent all the levels of height in between.  There is a control in HeightMapIFS labeled Hscale which controls the span between your base lowest point and base highest point and you can use negative values to invert the result.   The image that you use for the height map ends up getting tiled across a plane so you should design something that will work well as a seamless tile.

Here is how you get Mandelbulb3D to use your custom height map:

1)   In Mandelbulb3D’s “initial directory” settings there is a path listed for “images for maps”.  Place your height map image file in this folder and name it something like “18.jpg”

2)   From the HeightMapIFS controls, set “Map nr” to “18”.  Then you can use all of the rest of the controls for adjustments.

This should give you a plane that is tiled with extrusions based off of the custom height map.

Hope this helps.   A Beer Cup A Beer Cup A Beer Cup
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October 09, 2013, 04:07:59 AM
Would you please give some general information on how you create your height maps?
LMarkoya
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October 09, 2013, 12:37:00 AM
You're really growing by leaps and bounds....great work

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