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In the BlueNause1Bloom Test 2
Nause1
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Description: knightys PKM
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Keywords: timemit fragmentarium pseudo kleinian menger limbs torso blood nausea 
Posted by: Tim Emit September 08, 2016, 12:57:32 PM

Rating: ***** by 4 members.

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Comments (4) rss
Sabine
Fractal Fertilizer
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September 10, 2016, 10:14:37 AM
Matt's comment really changes how I look at this ;} Will take a closer look at this one, though must replace the raytracer though by DE-Kn2.frag which my card can handle so much better (no black (or flaming red!) areas). Thanks for sharing, Tim! smiley
Tim Emit
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September 09, 2016, 05:59:17 PM
Quote from: M Benesi
ewww.  Reminds me of the flesh spawners from D2.  cheesy


cheers Matthew, after your comment about 'ewww' I will take that as a big compliment  grin
M Benesi
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September 09, 2016, 06:07:43 AM
ewww.  Reminds me of the flesh spawners from D2.  cheesy
Tim Emit
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September 08, 2016, 12:58:43 PM
#info Theli-at's Pseudo Kleinian (Scale 1 JuliaBox + Something
#include "DE-RaytracerK.frag"
#include "MathUtils.frag"
#group PseudoKleinian

#define USE_INF_NORM

// Made by Knighty, see this thread:
// http://www.fractalforums.com/3d-fractal-generation/fragmentarium-an-ide-for-exploring-3d-fractals-and-other-systems-on-the-gpu/msg32270/#msg32270

// Maximum iterations
uniform int MI; slider[0,5,100]
uniform int ColorIterations;  slider[0,9,100]
// Bailout
//uniform float Bailout; slider[0,20,1000]

// Size
uniform float Size; slider[0,1,2]

// Cubic fold Size
uniform vec3 CSize; slider[(0,0,0),(1,1,1),(2,2,2)]

// Julia constant
uniform vec3 C; slider[(-3,-3,-4),(0,0,0),(3,3,3)]

// Thingy thickness
uniform float TThickness; slider[0,0.01,2]

// Thingy DE Offset
uniform float DEoffset; slider[0,0,0.01]

// Thingy Translation
uniform vec3 Offset; slider[(-1,-1,-1),(0,0,0),(1,1,1)]

float RoundBox(vec3 p, vec3 csize, float offset)
{
   vec3 di = abs(p) - csize;
   float k=max(di.x,max(di.y,di.z));
   return abs(k*float(k<0.)+ length(max(di,0.0))-offset);
}

float Thingy(vec3 p, float e){
   p-=Offset;
   return (abs(length(p.xy)*p.z)-e) / sqrt(dot(p,p)+abs(e));
}

float Thing2(vec3 p){
//Just scale=1 Julia box
   float DEfactor=1.;
      vec3 ap=p+1.;
   for(int i=0;i<MI && ap!=p;i++){
      ap=p;
      p=2.*clamp(p, -CSize, CSize)-p;
     
      float r2=dot(p,p);
      orbitTrap = min(orbitTrap, abs(vec4(p,r2)));
      float k=max(Size/r2,1.);

      p*=k;DEfactor*=k;
     
      p+=C;
   if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p,dot(p,p))));
   }
   //Call basic shape and scale its DE
   return abs(0.5*Thingy(p,TThickness)/DEfactor-DEoffset);
   
   //Alternative shape
   //return abs(0.5*RoundBox(p, vec3(1.,1.,1.), 1.0)/DEfactor-DEoffset);
   //Just a plane
   //return abs(0.5*abs(p.z-Offset.z)/DEfactor-DEoffset);
}

float DE(vec3 p){
   return  Thing2(p);//RoundBox(p, CSize, Offset);
}

#preset nause1
FOV = 1.69168
Eye = -1.069,22.363,-1.78496
Target = -6.01729,28.5436,1.65302
FocalPlane = 0.39942
Aperture = 0.00267
InFocusAWidth = 0.52269
ApertureNbrSides = 8 NotLocked
ApertureRot = 82.53
ApStarShaped = false NotLocked
Gamma = 1.57245
ToneMapping = 3
Exposure = 0.66924
Brightness = 0.89795
Contrast = 1.4519
Saturation = 2.06145
GaussianWeight = 1.1686
AntiAliasScale = 0.792
Detail = -2.89653
DetailAO = -1.9815
FudgeFactor = 1
MaxRaySteps = 2801
Dither = 0.33817
NormalBackStep = 1
AO = 0,0,0,0.95794
Specular = 0.86176
SpecularExp = 13.218
SpecularMax = 7.294
SpotLight = 0.815686,0.647059,0.529412,1
SpotLightDir = -0.09592,0.56886
CamLight = 1,0.988235,0.898039,2
CamLightMin = 0.11374
Glow = 1,0.909804,0.796078,0.40038
GlowMax = 328
Fog = 1.07628
HardShadow = 0.29127 NotLocked
ShadowSoft = 17.7934
Reflection = 0.30647 NotLocked
DebugSun = false
ReflectionsNumber = 3
SunColor = 1,1,1
BaseColor = 1,1,1
OrbitStrength = 0.16145
X = 0.5,0.6,0.6,-0.42112
Y = 1,0.729412,0.494118,0.78766
Z = 0.545098,0.819608,1,0.64888
R = 0.290196,0.729412,1,0.9905
BackgroundColor = 0.941176,0.980392,0.972549
GradientBackground = 0.14425
CycleColors = true
Cycles = 20.0415
EnableFloor = true NotLocked
FloorNormal = -0.05322,-0.11114,-0.81512
FloorHeight = -1.4306
FloorColor = 0.458824,0.105882,0.0196078
MI = 61
ColorIterations = 4
Size = 0.56784
CSize = 0.74612,0.73318,0.35262
C = 0.31314,-0.83232,0.7957
TThickness = 0.04626
DEoffset = 0
Offset = 0.19598,-0.16318,0.61532
Up = 0.351931,-0.512262,-0.931254
#endpreset

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