Title: ColourShock
Post by: Sabine on September 26, 2016, 11:49:16 PM
ColourShock(http://nocache-nocookies.digitalgott.com/gallery/19/10093_26_09_16_11_49_15.png) http://www.fractalforums.com/index.php?action=gallery;sa=view;id=19647 Tweak of Theli-at's Pseudo Kleinian (PseudoKleinian-Progressive-DOF.frag) in the Experimental Examples in Fragmentarium, but with DE-Kn2cr11-raytracer. Trying to get to grips with colours and light. 2000 subframes, and with 30% of padding still had to edit the whole image to remove the tile edges :} It's going to be 1-tile renders from now on (http://st.deviantart.net/emoticons/r/rofl.gif) #info Notice: set Render mode to Continous #infoTheli-at's Pseudo Kleinian (Scale 1 JuliaBox + Something #include "DE-Kn2cr11.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[0,5,60]
// 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[(-2,-2,-2),(0,0,0),(2,2,2)]
// 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; 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 Default FOV = 1.165636 Eye = -0.153698,2.985096,2.326648 Target = 0.6932328,-1.231008,-6.397727 Up = 0.1447118,0.8945708,-0.4182583 Gamma = 0.8462079 ToneMapping = 5 Exposure = 0.9356436 Brightness = 1 Contrast = 1 Saturation = 1 GaussianWeight = 1 AntiAliasScale = 2 Detail = -3.377451 FudgeFactor = 1 Dither = 0.0370629 NormalBackStep = 1 CamLight = 0.3490196,0.3490196,0.3490196,0.0814868 BaseColor = 1,0.9882353,0.9490196 OrbitStrength = 0.9765791 X = 0.7568627,0.9098039,0.9098039,0.6887648 Y = 1,0.9803922,0.8980392,0.6692254 Z = 0.7843137,0,1,0.5973417 R = 1,0.7019608,0,1 BackgroundColor = 0,0.333333,1 GradientBackground = 0.5043541 CycleColors = true Cycles = 17.11808 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 UpLock = false FocalPlane = 0.3665621 Aperture = 0.0112994 InFocusAWidth = 0.9386724 DofCorrect = true ApertureNbrSides = 7 ApertureRot = 0 ApStarShaped = false Bloom = true BloomIntensity = 0.5778098 BloomPow = 2 BloomTaps = 21 BloomStrong = 3.509691 RefineSteps = 4 MaxRaySteps = 429 MaxDistance = 10 DetailAO = -0.5 coneApertureAO = 0.5 maxIterAO = 20 FudgeAO = 1 AO_ambient = 1.144068 AO_camlight = 1.755477 AO_pointlight = 1.903546 AoCorrect = 1 Specular = 0.4 SpecularExp = 16 AmbiantLight = 1,0.9529412,0.8666667,1.381608 Reflection = 0.9882353,0.01568627,0.01568627 ReflectionsNumber = 1 SpotGlow = true SpotLight = 0.4352941,0.4352941,0.4352941,0.6104651 LightPos = -5.557133,0,0 LightSize = 0.0783345 LightFallOff = 0.0156695 LightGlowRad = 0.2008608 LightGlowExp = 1.09319 HardShadow = 1 ShadowSoft = 0 ShadowBlur = 0.0128297 perf = false SSS = false sss1 = 0.1 sss2 = 0.5 HF_Fallof = 0.1 HF_Const = 0.1064426 HF_Intensity = 0.113942 HF_Dir = 0,0,1 HF_Offset = 2.734982 HF_Color = 0.5411765,0.8470588,0.8745098,0.8899214 HF_Scatter = 0 HF_Anisotropy = 0,0,0 HF_FogIter = 1 HF_CastShadow = false EnCloudsDir = false Clouds_Dir = 0,0,1 CloudScale = 1 CloudFlatness = 0 CloudTops = 1 CloudBase = -1 CloudDensity = 1 CloudRoughness = 1 CloudContrast = 1 CloudColor = 0.65,0.68,0.7 CloudColor2 = 0.07,0.17,0.24 SunLightColor = 0.7,0.5,0.3 Cloudvar1 = 0.99 Cloudvar2 = 1 CloudIter = 5 CloudBgMix = 1 MI = 60 Size = 1.15094 CSize = 0.92436,1.21212,1.0101 C = -0.1530055,-0.057377,-0.03508 TThickness = 0.01 DEoffset = 0 Offset = 0.1638889,0.0416667,-0.3569444 #endpreset
Title: Re: ColourShock
Post by: 3dickulus on September 27, 2016, 05:53:31 AM
Very nice vibrant colors O0
Title: Re: ColourShock
Post by: Sabine on September 27, 2016, 10:06:26 AM
Thanks a lot, Dick. Had some great tips from timemit about using reflections to colour the fractal, couldn't make head or tail of it before! It's now beginning to make sense. Though it all turned out a bit err... sikadellik;)
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