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Fractal Software => 3D Fractal Generation => Topic started by: fractalrebel on November 20, 2009, 07:41:49 PM




Title: Quarternions
Post by: fractalrebel on November 20, 2009, 07:41:49 PM
Quaternions don't have to have a whipped cream or pulled taffy appearance. With appropriately chosen parameters the interior is hollow and full of interesting structure. A slice through the middle opens up a whole new world. Consider the following Julia quaternion which has been sliced along the x-y plane:


Title: Re: Quarternions
Post by: bib on November 20, 2009, 07:55:48 PM
When you cut in half the mandelbulb, you also get nice old school fractals surrounded by whipped cream:

(http://www.fractalforums.com/gallery/1/492_19_11_09_10_57_07.jpg)

(http://www.fractalforums.com/gallery/1/492_20_11_09_8_03_11.jpg)


Title: Re: Quarternions
Post by: fractalrebel on November 20, 2009, 09:01:51 PM
Very cool Julia Mandelbulb cuts!


Title: Re: Quarternions
Post by: cKleinhuis on November 21, 2009, 01:59:23 AM
i love the second one of the last 2 most, nice 3d spiral !


Title: Re: Quarternions
Post by: LesPaul on November 23, 2009, 11:30:55 AM
When you cut in half the mandelbulb, you also get nice old school fractals surrounded by whipped cream:

Stunning!  When you say "madelbulb," what is it, specifically?  (What method, what power, etc?)

The "whipped cream" looks a lot like the surface of this: http://www.fractalforums.com/gallery/0/141_02_08_09_4_15_15.jpg


Title: Re: Quarternions
Post by: bib on November 23, 2009, 11:34:17 AM
When you cut in half the mandelbulb, you also get nice old school fractals surrounded by whipped cream:

Stunning!  When you say "madelbulb," what is it, specifically?  (What method, what power, etc?)

The "whipped cream" looks a lot like the surface of this: http://www.fractalforums.com/gallery/0/141_02_08_09_4_15_15.jpg

Hi,

The images I posted here were generated using exactly the same formula as in the image you mention, cut in half, zoomed in seahorse valley, with a higher iteration count, and a coloring based on lighting + iterations count.