Title: Delta Post by: Kali on June 25, 2012, 03:53:39 AM Delta
(http://nocache-nocookies.digitalgott.com/gallery/11/3869_25_06_12_3_53_39.jpeg) http://www.fractalforums.com/index.php?action=gallery;sa=view;id=11937 Exponential smoothing coloring applied to the surface of a KIFS type 3D fractal, implemented on Fragmentarium. Title: Re: Delta Post by: Dinkydau on June 25, 2012, 07:34:42 AM Amazing, congratulations!
Title: Re: Delta Post by: Syntopia on June 25, 2012, 03:43:36 PM Looks great, Kali. I've only tried this for 2D.
Which parameter do you smooth? The length? E.g. something like: Code: val = mix(val,length(z),strength) Title: Re: Delta Post by: Kali on June 25, 2012, 05:21:44 PM Thanks Dinkydau & Syntopia
Which parameter do you smooth? The length? I put this inside the iteration loop: Code: orbitTrap+=exp(-1/abs(length-prevlength+ColorOffset)); Then I scale the result by an adjusting factor (ColorOffset is also for adjusting the result), turn on CycleColors, and that's it... :) Title: Re: Delta Post by: LhoghoNurbs on June 26, 2012, 05:56:38 AM Wow! Thousands of fossilized kisses!
Title: Re: Delta Post by: rollercoaster158 on June 27, 2012, 01:10:18 AM Those blue rivers look so much like the Burning Ship fractal's towers, nice!
Title: Re: Delta Post by: Kali on June 27, 2012, 06:28:37 AM Thanks for the comments. The burning ship is indeed a Kaleidoscopic IFS (KIFS), with the same transforms: folding (abs function), rotation & scale (squaring a complex number is equal to doubling the angles and squaring the vector length). If you use inside coloring like exponential smoothing on the burning ship, you can find this kind of patterns. See this topic, where I made this discovery: http://www.fractalforums.com/new-theories-and-research/very-simple-formula-for-fractal-patterns/msg31919/#msg31919 |