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Stats: Total Favorities: 1 View Who Favorited Filesize: 489.66kB Height: 1068 Width: 1600 Discussion Topic: View Topic Keywords: gpu generative art Posted by: alexl May 04, 2015, 02:56:09 AM Rating: by 29 members. Image Linking Codes
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Comments (6) | |
fractalista | June 04, 2015, 12:46:26 AM very surreal, somewhat like Picasso, but also reminds me of Klee in a way - great work for sure. fractalista |
pulsar69 | May 17, 2015, 06:02:13 PM Nice and unusual work there ! Kind of surrealism painting. |
alexl | May 04, 2015, 04:17:48 PM Quote from: cKleinhuis nice one, can you provide more information how you achieve that? GLSL. Formula: float Make_Form(vec2 coord) { vec4 a,b,d; float l,k; k=pow(1.0-coord.y,4.0); coord.x=(coord.x-0.5)*1.4+0.5; vec2 coord1=coord; b.x=coord.x+sin(mix(coord.y,coord.y,f1.z)*(1.0+f2.z*f3.z)); b.y=coord.y+sin(b.x*(1.0+f2.w*f4.z)); a.xyz=vec3(coord.x,coord.y,(coord.x+coord.y)); float f=0.5/(length(coord-vec2(f1.x,f2.x)*0.6)+0.3); b=sin(a*10.0*(0.3+f4.w)); b.z=sin(a.y+f*(0.2+f1.w)+b.x+(quad(b.y-f2.x-1.0,f3.z))); b.x=sin(a.y*4.0*(0.2+f1.y)+b.z*(b.y+f2.y)); b.y=sin(a.x*4.0*(0.2+f1.z)+2.0*b.x*(b.z+f2.z)); coord1+=(b.xy)*0.03*f3.z*(1.3-layer); vec2 z = (coord1-0.5)*1.5+f4.xy; vec2 c = vec2(0.5+f2.x,f2.y*2.0); z=ssin(z*2.0); vec2 z1=z; float r2=0.0; float i=0.0; float n=3.0; float st=0.0; for(i=0.0;i<n;i+=1.0) { z=z1; z1=(mpx(sinm(z1),mpx(sinm(z1*(0.5+f2.z)),sinm(z1))))-(z1)*f1.w+c; r2=z1.x*sin(z1.x)*sin(z1.y); if(abs(r2)>f2.w*2.0+0.5) break; st=abs(z.x-z1.x)+abs(z.y-z1.y); if(st>10.0) break; } b.xy=ssin(atan(z1.xy-z.xy))*0.5; //b.xy=clamp(z.xy-z1.xy,-1.0,2.0); b.z=i/4.0; d.xy=b.xy; d.z=i/n; gl_FragColor.xy=b.xy; b.xy=z.xy; vec4 ff2=f2; vec4 ff1=f1; ff1=(f1-0.5)*0.4+0.5; ff2=(f2-0.5)*0.4+0.5; l=length(coord.xy-0.5); b.y*=0.2; b.y=max(b.y,(1.0-pow(abs(abs(0.5-coord1.x)-0.3-(1.0-layer)*0.2+(f2.z-0.5)*0.3),0.2+abs(b.x-0.2)*0.5))); l=k; k*=k; a.w+=b.y*0.1; b.y*=smoothstep(0.0,0.1,a.w); c=b; b.y-=smoothstep(0.7,1.0,coord1.y)*0.27; b.y-=1.0-smoothstep(0.0,0.2*f4.y,length(coord1-0.25-f4.xw*0.25)); b.y*= smoothstep((1.0-layer)*0.2,(1.0-layer)*0.2+0.1-layer*layer*layer*0.0,coord.y); coord1.x=(coord1.x-0.5)*1.3+0.5; gl_FragColor.y=fract((b.y-0.5)*8.1); gl_FragColor.x=fract(gl_FragColor.x*4.0); b.y=smoothstep(0.7,0.8,b.y); gl_FragColor.b=((1.0-b.y)*2.0)*step(0.5,b.y); return step(0.5,b.y); } vec2 mpx(vec2 a,vec2 b) { vec2 r; r.x=a.x*b.x-a.y*b.y; r.y=a.y*b.x+a.x*b.y; return r; } float sinh(float a) { return (exp(a)-exp(-a))/2.0; } vec2 sinh(vec2 a) { return (exp(a)-exp(-a))/2.0; } float cosh(float a) { return (exp(a)+exp(-a))/2.0; } vec2 cosh(vec2 a) { return (exp(a)+exp(-a))/2.0; } vec3 cosh(vec3 a) { return (exp(a)+exp(-a))/2.0; } vec2 sinm(vec2 D) { return vec2(sin(D.x)*cosh(D.y),cos(D.x)*sinh(D.y)); } vec2 cosm(vec2 D) { return vec2(cos(D.x)*cosh(D.y),sin(D.x)*sinh(D.y)); } vec2 ssin(vec2 a) { a/=3.14; a+=0.5; vec2 b=fract(a); vec2 c=floor(a)-floor(a/2.0)*2.0; b=mix(b,1.0-b,step(0.5,c)); return b=(b-0.5)*2.0; } |
cKleinhuis | May 04, 2015, 12:41:36 PM nice one, can you provide more information how you achieve that? |
KRAFTWERK | May 04, 2015, 10:32:03 AM Lovely! |
Pacome | May 04, 2015, 10:05:56 AM Quasiment une peinture ! ***** |
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