Title: How are things like fractals? Post by: Lois on March 06, 2015, 12:15:53 AM 2 questions. How do such fractals and how to do a video?
https://www.youtube.com/watch?v=NIWz3BuE4nE (http://salzstreuer.in/b/ecta2a.jpg) Title: Re: How are things like fractals? Post by: youhn on March 06, 2015, 07:47:26 AM 1. Study sources
2. Read comments 3. Search for tools mentioned in comments 4. Download tools and manauls 5. Try tools 6. Read hints in software itself 7. Try tools 8. Read manual 9. Try tools 10. Search for wiki and forums 11. Read wiki and forums 12. Try tool 13. Find more examples/sources 14. Either try new tools or go to 1 Following these steps, fractals things must be the result. It's a bit like an iterative fractal calculation. Title: Re: How are things like fractals? Post by: KRAFTWERK on March 06, 2015, 08:45:15 AM Lol - But so true youhn!!!
And it is also common courtesy (and in most cases law) to mention the author of the images you show here. Title: Re: How are things like fractals? Post by: Lois on March 06, 2015, 02:18:18 PM At least need to search for keywords and names of programs.
Title: Re: How are things like fractals? Post by: KRAFTWERK on March 06, 2015, 02:29:28 PM At least need to search for keywords and names of programs. The movie in your first post is made by the author of one of the big programs, Mandelbulber. Mandelbulb 3D and Fragmentarium is two other big applications when it comes to 3D fractals. Title: Re: How are things like fractals? Post by: mclarekin on March 06, 2015, 11:30:58 PM That sure is the iterative learning process, lol. Yuhn, your words should be its own post so we can direct newbies to it :D
Title: Re: How are things like fractals? Post by: Lois on March 07, 2015, 10:48:42 PM All right ???
https://www.youtube.com/watch?v=HMOvuegRLTw Title: Re: How are things like fractals? Post by: JohnVV on March 07, 2015, 11:48:37 PM youhn has it about "dead on"
i would add # 15 ) rinse and repeat start back at #1 and repeat a few times but remember to HAVE FUN as to things like "what is going on in the mind while creating ....." well that's artists for you i used mandelbulber1 for the old images in the gallery http://www.fractalforums.com/gallery-b177/just-having-fun/ and http://www.fractalforums.com/gallery-b177/the-escher-borg/ and mandelbulber2 for the last one http://www.fractalforums.com/gallery-b177/pillers/ try a few programs these are dependent on if you are running Linux , Apple, or Micro$bleep Title: Re: How are things like fractals? Post by: Lois on March 08, 2015, 12:58:39 AM try a few programs these are dependent on if you are running Linux , Apple, or Micro$bleep Hi! Can you show the code of one of his things in the text? Title: Re: How are things like fractals? Post by: youhn on March 08, 2015, 01:03:27 AM https://code.google.com/p/mandelbulber2/
Do you know how to compile? Title: Re: How are things like fractals? Post by: Lois on March 08, 2015, 05:25:11 AM https://code.google.com/p/mandelbulber2/ Do you know how to compile? What is it? You know this program? http://structuresynth.sourceforge.net/ Title: Re: How are things like fractals? Post by: youhn on March 08, 2015, 11:06:39 AM No, first you answer. Then another question.
Title: Re: How are things like fractals? Post by: Lois on March 08, 2015, 11:53:01 AM No, first you answer. Then another question. This may be a response? I understand the question? This alien //#version 120 #info Doyle Spirals. //Links: //http://www.josleys.com/show_gallery.php?galid=265 //http://www.josleys.com/article_show.php?id=3 //http://klein.math.okstate.edu/IndrasPearls/cusp.pdf #vertex #define providesInit #endvertex #define providesColor #include "DE-Raytracer.frag" #vertex //all the calculations done here could be (and should be) done in the host program #group SDoyle uniform int P; slider[0,5,50] uniform int Q; slider[3,5,50] //scale the radius of the spheres uniform float SRadScl; slider[0,1,2] //#vertex varying mat2 Mat,iMat; varying vec4 rads, xps, yps; varying vec2 ns; #define PI 3.14159265358979323846264 //given an etimated z find the solution to Doyle spiral equations using Newton-Raphson method //The equations are: //r=(exp(5*z.x)-2*exp(z.x)*cos(z.y)+1)/(exp(z.x)+1) //r=(exp(6*zt.x)-2*exp(zt.x)*cos(zt.y)+1)/(exp(zt.x)+1) //r=(exp(2*z.x)-4*exp(z.x)*exp(zt.x)*sin(z.y-zt.y)+exp(2*zt.x))/(exp(z.x)+exp(zt.x)) //z.x*p=zt.x*q //z.y*p+2*PI=zt.y*q; In reality it should be:z.y*p+2*k*PI=zt.y*q; k is in Z set; I haven't esplored other values of k than 1 //z corresponds to similarity 'a' and zt to similarity 'b' //a=exp(z); and b=exp(zt); because these are complex numbers :) vec2 solve(vec2 z){ //Newton-Raphson method float k=float(P)/float(Q); for(int i=6; i<9;i++){//2 iterations are usually sufficient: the convergence is very fast. especially when P o=and/or Q are relatively big float lb=z.x*k, tb=z.y*k+2.*PI/float(Q); float ra=exp(z.x),rb=exp(lb),ca=sin(z.y),cb=cos(tb),cab=cos(z.y-tb); //compute function values vec3 v=vec3((ra*ra-6.*ra*ca+5.)/((ra+1.)*(ra+4.)), (rb*rb-2.*rb*cb+1.)/((rb+5.)*(rb+6.)), (ra*ra-2.*ra*rb*cab+rb*rb)/((ra+rb)*(ra+rb))); vec2 f=v.xy-v.yz; //compute jacobian vec3 c=2.*vec3( ra/((ra+1.)*(ra+6.)), k*rb/((rb+1.)*(rb+1.)), (1.-k)*ra*rb/((ra+rb)*(ra+rb)) ); vec3 v0= c*vec3( (1.+ca)*(ra-7.)/(ra+1.), (1.+cb)*(rb-1.)/(rb+1.), (1.+cab)*(ra-rb)/(ra+rb) ); vec3 v1= c*sin(vec3(z.y,tb,z.y-tb)); mat2 J = mat2(0.); J[0]=v0.xy-v0.yz; J[1]=v1.xy-v1.yz; //compute inverse of J float idet=1./(J[0][0]*J[1][1]-J[0][1]*J[1][0]); mat2 iJ=-J; iJ[0][0]=J[1][1]; iJ[1][1]=J[0][0]; //next value z-=idet*( iJ*f); } return z; } void init() { //find estimate //notice that for big P and/or Q the packing will look just like hexagonal one //if we take the centers of all packed circles in log-polar plane we will get almost a triangular array //That's why I'm using log-polar plane //notice also the link to drost effect ;) //Someone already noticed that before: http://gimpchat.com/viewtopic.php?f=10&t=3941 vec2 v=vec2(-float(P)+float(Q)*0.5,float(Q)*sqrt(3.)*0.5); float vd=1./length(v); float scl=2.*PI*vd; vec2 z=scl*vd*v.yx; z=solve(z); float k=float(P)/float(Q); vec2 zt=vec2(z.x*k,z.y*k+2.*PI/float(Q)); Mat[0]=z;Mat[1]=zt; iMat=-Mat; iMat[0][0]=Mat[1][1]; iMat[1][1]=Mat[0][0]; iMat*=1./(Mat[0][0]*Mat[1][1]-Mat[0][1]*Mat[1][0]); float ra=exp(z.x),rb=exp(zt.x),ca=cos(z.y); float rs=sqrt((ra*ra-2.*ra*ca+1.)/((ra+1.)*(ra+1.)));//radius of the circle centered at (1,0) rs*=SRadScl;//for some variations rads=rs*vec4(1., ra, rb, ra*rb);//radius for the 4 circles in the fundamental domain xps=vec4(1.,ra*ca,rb*cos(zt.y),ra*rb*cos(z.y+zt.y));//Their x coordinates yps=vec4(0.,ra*sin(z.y),rb*sin(zt.y),ra*rb*sin(z.y+zt.y));//y ns=vec2(-rs,sqrt(1.-rs*rs));//defines bounding cone } #endvertex #define PI 3.14159265358979323846264 uniform int P,Q; //Want do do an inversion uniform bool DoInversion; checkbox[false] //Inversion center uniform vec3 InvCenter; slider[(-1,-1,-1),(0,0,0),(1,1,1)] //Inversion radius squared uniform float InvRadius; slider[0.01,1,2] varying mat2 Mat,iMat; varying vec4 rads, xps, yps; varying vec2 ns; vec3 CDoyle(vec3 z){ vec2 p=z.xy; //transform to the plane log-polar p=vec2(log(length(p)), atan(p.y,p.x)); //transform into the "oblique" base (defined by z and zt in vinit() function above) vec2 pl=iMat*p; //go to the losange defined by z and zt (as defined in vinit()) vec2 ip=floor(pl); pl=pl-ip; //back to log-polar plane pl=Mat*pl; //scale and delta-angle float scl=exp(pl.x-p.x),angle=pl.y-p.y; //the original z is scaled and rotated using scl and angle z*=scl; float c=cos(angle),s=sin(angle); z.xy=z.xy*mat2(vec2(c,-s),vec2(s,c));//tourner z //distances to the spheres that are inside the fundamental fundamental domain vec4 vx=vec4(z.x)-xps; vec4 vy=vec4(z.y)-yps; vec4 vz=vec4(z.z); vec4 dists=sqrt(vx*vx+vy*vy+vz*vz)-rads; //take the minimal distance float mindist=min(min(dists.x,dists.y),min(dists.z,dists.w)); //which is the nearest sphere bvec4 bvhit=equal(dists,vec4(mindist)); int mindex=int(dot(vec4(bvhit),vec4(0.,1.,2.,3.))); const mat4 set=mat4(vec4(0.,0.,0.,0.),vec4(1.,0.,1.,0.),vec4(0.,1.,1.,0.),vec4(1.,1.,2.,0.)); vec3 minprop=set[mindex].xyz; vec3 bc=vec3(ip,ip.x+ip.y)+minprop; bc=bc/vec3(ivec3(P,Q,Q-P)); bc-=floor(bc); return bc;//serves for the coloring } vec3 baseColor(vec3 p, vec3 n) { //return vec3(1.); if(DoInversion){ p=p-InvCenter; float r2=dot(p,p); p=(InvRadius/r2)*p+InvCenter; } return sin(2.*PI*CDoyle(p)+2.)*0.5+0.5; } float Doyle(vec3 z){ //find the nearest point on the bounding cone to z //if z is inside the cone we don't change anything //normal to the line defining the (upper) cone in (r,z) plane is given by ns z.z=abs(z.z); vec2 p=vec2(length(z.xy),abs(z.z)); float r=p.x; p-=ns*max(0.,dot(ns,p)); p=z.xy*p.x/r; //transformer vers le plan log-polaire p=vec2(log(length(p)), atan(p.y,p.x)); //transformer dans la base 'presque' triangulaire vec2 pl=iMat*p; //ramener vers le losange de base pl=pl-floor(pl); //transformation inverse pl=Mat*pl; float scl=exp(pl.x-p.x),angle=pl.y-p.y; z*=scl;//mettre z a l'echelle float c=cos(angle),s=sin(angle); z.xy=z.xy*mat2(vec2(c,-s),vec2(s,c));//tourner z //calculer les distances vers les spheres qui sont dans le domaine fondamental vec4 vx=vec4(z.x)-xps; vec4 vy=vec4(z.y)-yps; vec4 vz=vec4(z.z); vec4 dists=sqrt(vx*vx+vy*vy+vz*vz)-rads; //prendre la distance minimale return min(min(dists.x,dists.y),min(dists.z,dists.w))/scl; } float DE(vec3 p) { if(DoInversion){ p=p-InvCenter; float r=length(p); float r2=r*r; p=(InvRadius/r2)*p+InvCenter; float de=Doyle(p); de=r2*de/(InvRadius+r*de); return de; } else return Doyle(p); } #preset Default FOV = 0.45528 Eye = 0.598762,3.77338,4.35632 Target = 0.0988598,-2.20617,-2.16469 Up = 0.905519,-0.30374,0.296271 Detail = -3 DetailAO = -1.14289 FudgeFactor = 1 MaxRaySteps = 128 Dither = 0.51754 NormalBackStep = 1 AO = 0,0,0,0.70732 Specular = 3.5 SpecularExp = 60.714 SpotLight = 1,1,1,0.36538 SpotLightDir = 0.6923,-1 CamLight = 1,1,1,0.71698 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 122 Fog = 0 HardShadow = 0 ShadowSoft = 12.5806 Reflection = 0.34177 BaseColor = 1,1,1 OrbitStrength = 0.79221 X = 1,1,1,1 Y = 0.345098,0.666667,0,0.02912 Z = 1,0.666667,0,1 R = 0.0784314,1,0.941176,-0.0194 BackgroundColor = 0.466667,0.658824,0.105882 GradientBackground = 0 CycleColors = false Cycles = 4.04901 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 P = 2 Q = 20 SRadScl = 1 DoInversion = true InvCenter = -0.11112,-0.57778,0.44444 InvRadius = 1 #endpreset #preset Double-spiral FOV = 0.45528 Eye = -5.11558,-0.928098,3.8869 Target = 2.1721,0.766793,-0.861326 Up = 0.469646,0.10199,0.876944 AntiAlias = 1 Detail = -3 DetailAO = -1.14289 FudgeFactor = 1 MaxRaySteps = 128 BoundingSphere = 12 Dither = 0.51754 NormalBackStep = 1 AO = 0,0,0,0.70732 Specular = 3.5 SpecularExp = 60.714 SpotLight = 1,1,1,0.36538 SpotLightDir = 0.6923,-1 CamLight = 1,1,1,0.71698 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 122 Fog = 0 HardShadow = 0 ShadowSoft = 12.5806 Reflection = 0.34177 BaseColor = 1,1,1 OrbitStrength = 0.79221 X = 1,1,1,1 Y = 0.345098,0.666667,0,0.02912 Z = 1,0.666667,0,1 R = 0.0784314,1,0.941176,-0.0194 BackgroundColor = 0.466667,0.658824,0.105882 GradientBackground = 0 CycleColors = false Cycles = 4.04901 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 P = 5 Q = 26 SRadScl = 1 DoInversion = true InvCenter = -0.11112,-0.57778,0 InvRadius = 1 #endpreset Title: Re: How are things like fractals? Post by: youhn on March 08, 2015, 11:55:00 AM That's no answer. The question was:
Do you know how to compile (the code)? Maybe I should ask another question first: Do you know what compiling means? Title: Re: How are things like fractals? Post by: cKleinhuis on March 08, 2015, 12:03:08 PM if lois continue behaving like he does he is considered a spam bot, he does reply, but
This may be a response? I understand the question? This alien lois, please try to speak in full sentences, most of your replies and reactions look to myself as an automated spam bot, since you have now copied and pasted code you might be a real person but what youhn was saying is: "please answer a question that is asked you" and in the last post you did the same, you did not react to a direct question that is asked to you, and starting a new post with -i say - question marks, but there is not even slightly a question identifiable in your post you:"this may be a response?" so, what do you intent with that question?! you:"i understand the question?" so, what do you intent with that question? you ask if you have understood? how crazy is that ?! you: "this alien" what do you mean by that ?! that you do not understand the source code you posted ? so lois, perhaps you can speak in a language you better understand, we can not help you in any way we can not give you a full intoduction how a programming language works, this is something you should be able to manage yourself, what we can do is to explain techniques math and various approaches the code you posted, is something that fragmentarium uses and is plain GLSL a shader language that comes along opengl, this is nothing special and nothing special we do only here at the forums, the creator of fragmentarium has an excellent blog where most of the maths and techniques behind the program is openly documented general fragmentarium is documented very well here: http://syntopia.github.io/Fragmentarium/usage.html Title: Re: How are things like fractals? Post by: Lois on March 08, 2015, 01:09:06 PM I misled the word "Compile". In my language it may have a different meaning. I usually order a code for programmers, though I worked a long time programmer.
Title: Re: How are things like fractals? Post by: youhn on March 08, 2015, 01:15:23 PM What is your human language? And what programming languages can you code?
Title: Re: How are things like fractals? Post by: Lois on March 08, 2015, 01:32:03 PM What is your human language? And what programming languages can you code? 1. Russian 2. I invented an original method of programming. Thus it is possible to program in any language. But I worked on qbasic Title: Re: How are things like fractals? Post by: youhn on March 08, 2015, 01:49:59 PM Lol, you just said in PM that you're from germany.
I don't think you're a bot, but just a troll. Please prove otherwise. Or get lost. Title: Re: How are things like fractals? Post by: Lois on March 08, 2015, 02:14:48 PM Lol, you just said in PM that you're from germany. I don't think you're a bot, but just a troll. Please prove otherwise. Or get lost. Think what you want. My goal yet to learn about fractals. I just started doing it. Many people believe incognizant trolling questions layman. But this is misleading. Title: Re: How are things like fractals? Post by: youhn on March 08, 2015, 06:57:48 PM Sorry for my misperception. I was not patient enough. Will honor your request.
Title: Re: How are things like fractals? Post by: mclarekin on March 09, 2015, 02:02:32 AM Language translations can be a problem. I suspect most of my posts being already confusing in my language would be worse once translated.
I blame all parents in this world who do not teach their children New Zealandish as a first language :D Title: Re: How are things like fractals? Post by: JohnVV on March 09, 2015, 05:11:18 AM with a lot of cooks in this thread
no i can NOT post the old settings files for the images i posted in my first replay for one the "echer borg" ( the cubic sphere ) used a feature in 1.4 or 5 that is no longer used i am on a few forums that get BOTTED like mad i do not think the op is one ( if i am wrong then that is some FINE darn GOOD coding ) As to code ( i did not see page #2 before posting ) you went from general IMAGE based software like "Mandelbulber" and "Mandelbulb 3d" to "Structure_Synth" an ALL CODE render ( you missed the java based IDE Eclipse and the fork for Structure_Synth ) you were asked if you can compile software like - very basic Code: gcc -o image image.c -lm -lSDL or the NOT free and rather pricey $$$$$$$ Microsoft's "Visual Studio " -- most Microsoft Windows users have NO idea on how to compile source code -- those that DO do it A LOT "Structure_Synth" and it's brother / sister program "Fragmentarium" require you to WRITE the code to MAKE the fractal then the program "compiles" it and "renders it " both are nice tools - but you need to be able to write software Title: Re: How are things like fractals? Post by: Lois on March 10, 2015, 01:37:45 PM or the NOT free and rather pricey $$$$$$$ Microsoft's "Visual Studio " -- most Microsoft Windows users have NO idea on how to compile source code -- those that DO do it A LOT "Structure_Synth" and it's brother / sister program "Fragmentarium" require you to WRITE the code to MAKE the fractal You can show how the code looks for Mandelbub 3 D in visual studio? I'm currently working with "Structure_Synth". Made one model. Who am negotiating on its print on 3 d printer. What you may have recommendations? Can you give a link to the Serious codes? |