Title: Quadray Sets Post by: Aexion on April 26, 2011, 05:59:03 PM Hello,
Here are some formulas that I want to share with you because they appears to be extremely interesting!! :) Those formulas basically used the Quadray coordinate system and they looks completely symmetrical. Two of them are 4D and the last one is 8D. Here are them: Octomandelbrot (http://www.rfractals.net/share/OctoMandelbrot.jpg) This formula is created by the following procedure: Initial Condition: Code: //for every x,y,z and the iteration loop: Code: for (ic=0;ic<iter;ic++){ OctoMandelbrot 2 (http://www.rfractals.net/share/8DSet.jpg) This fractal is eightdimensional, and it consists in a mirrored quadray coordinates. Initial Conditions: Code: //for every x,y,z Iteration Loop Code: for (ic=0;ic<iter;ic++){Mandelbrot Six (http://www.rfractals.net/share/MandelbrotSix.jpg) I have found this set while playing with the first set of the series. It basically consists in six mandelbrot sets on where four of them lies on the same plane and two into the poles. A small value (I call it delta) is substracted from the quadray coordinates for generating them. You can play with those values if you wish. These last two ones produces an incredible amount of structures..I saw many minibrots, 3d spirals and the like, and I strongly recomend you to explore them.. Initial Conditions: Code: //for every x,y,z And the iteration loop (its equal to the first example): Code: for (ic=0;ic<iter;ic++){ For all sets, I have used a minimun of 20 iterations. There are some renders on my DA gallery, if you want to see how these sets look: http://aexion.deviantart.com/art/MiniBrot-206346586 (http://aexion.deviantart.com/art/MiniBrot-206346586) http://aexion.deviantart.com/art/Hidden-Treasure-206276225 (http://aexion.deviantart.com/art/Hidden-Treasure-206276225) http://aexion.deviantart.com/art/Mandel-205892341 (http://aexion.deviantart.com/art/Mandel-205892341) http://aexion.deviantart.com/art/OctoMand-2-205804254 (http://aexion.deviantart.com/art/OctoMand-2-205804254) http://aexion.deviantart.com/art/OctoMand-205781023 (http://aexion.deviantart.com/art/OctoMand-205781023) http://aexion.deviantart.com/art/Air-Neuron-205879803 (http://aexion.deviantart.com/art/Air-Neuron-205879803) Hope that you like those simple formulas and if anyone implement them, please let me know, since my renders are a little crude and I wish to explore them at least in realtime. Thanks Aexion Title: Re: Quadray Sets Post by: DarkBeam on April 26, 2011, 07:25:27 PM :-\ :sad1:
Dear, I tried to implement this fractal but the result is not not good, don't know why ... When I zoom I get awful details! Something wrong? Dunno... Title: Re: Quadray Sets Post by: DarkBeam on April 26, 2011, 07:33:32 PM Okay, this is what I get starting from zero. It's better, now! :D
Mandelbulb3Dv16{ N.....S....O/...w....2....kRY1qjmlsszOav3PzaOT/EnhIOSJyfpu9nNXEWQTbWzoSV2lrBtdsj ................................R6x80lNlO.2........A./..................y.2..... ................/ME//....6k6/...Z0....E2.....6aGlGpR3LoD/..........c./...w1....U z.....kD..../..........wz........................................y1...sD...../.. .w1...sDQ2QrGRLl3x1..........oKQz.7mJ5bj7cCfSX3CdtHW7371QfgDzIhINc5G7vnDwcPlrBOC dtH4ot8T6ZgDzea/wb.r8vnD......Y8......................sD.2kz0................... ..............................LRR4.0qpN.UOLb/UnRR4.orpN.cVLb/.ESR4.............. .....................wzzz1.U..6.P....M4...EB....W....61....F....8/...I1....UJl22 ...U.iVFwxDE./ozPM2Tzz7lz16.mc..zXCc.El18XGQeGyDjvIRhrVAkz1............28.kFrA0. FWb96aAIVzvh1se7Umvxz0........../6U0.wzzz1................................E.0c.. zzzz.................................2U.8.kzzzD................................. /6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq 40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3................................. E....6....E.....I....A....kLVF4N1/.............................................. ...................wz0........zj........kz9..................................... ................................................................................ .....................2.....3.........2JRVFaQVZbEmx4R.65......................... 8.............................0E........kz9..................................... ................................................................................ ................................} Title: Re: Quadray Sets Post by: DarkBeam on April 26, 2011, 07:43:30 PM Too bad, _Translate don't take care of w so it's useless for this formula :fiery: ... Anyway, that's a detail for
x'= ... - 1 y'= ... z'= ... - 1 w'= ... Mandelbulb3Dv16{ N.....S....O/...w....2....kHphfP5Ancz.6WZrJxX8.EAdnyiFmF3zXL9M7cclQyyYL92OYSxxwD ................................xymvWTMAn.2........A./..................y.2..... ................/ME/I....6Ut7...r1....E2.....g9xNuU5StmD/..........c./...w1.BnAH y.EnAnQD..../..........wz........................................y1...sD...../.. .w1...sDeD7TowFM2qnsEr.1SsZ9zKEgTCdXUXZDX1R1AsVLiwHdSLYA6y9ovw9vpKdXUXZj22vbHu6s Mt1kgLPZC0CKysDf/aU5StmD......ow/.....................sD.2kz0................... ..............................LRR4.0qpN.UOLb/UnRR4.orpN.cVLb/.ESR4.............. .....................wzzz1.U..6.P....M4...EB....W....61....F....8/...I1....UJl22 ...U.iVFwxDE./ozPM2Tzz7lz16.mc..zXCc.El18XGQeGyDjvIRhrVAkz1............28.kFrA0. FWb96aAIVzvh1se7Umvxz0........../6U0.wzzz1................................E.0c.. zzzz.................................2U.8.kzzzD................................. /6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq 40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3................................. E....A....E.....I....A....kLVF4N1/.............................................. ...................wz0........zj........kz9..................................... ................................................................................ .....................2.....3.........2JRVFaQVZbEmx4R.65......................... 8.............................0E........kz9..................................... ................................................................................ ................................/....E/...k.....TFZQVtqQg34RZ/.................. ........................................kz9...................zj................ ................................................................................ ............................................} too bad, I see still many bad details... Probably the "whipped cream" effect :-\ - because, due to the "imperfections" of the quaternion numbers in some zones I see stretchings or weird deformations, even if I zoom... Title: Re: Quadray Sets Post by: Aexion on April 26, 2011, 10:41:39 PM Too bad, _Translate don't take care of w so it's useless for this formula :fiery: ... Anyway, that's a detail for x'= ... - 1 y'= ... z'= ... - 1 w'= ... too bad, I see still many bad details... Probably the "whipped cream" effect :-\ - because, due to the "imperfections" of the quaternion numbers in some zones I see stretchings or weird deformations, even if I zoom... Oh At this rate I will become "Aexion, Mr. Formula Impossible".. :ugly: But let me try to help you.. First, the system is not quaternionic, hypercomplex or triplex..its just what you see.. Lets see the first formula The init part is: Code: //for every x,y,z I think that on this section theres nothing special.. Now, let see the iteration loop: Code: //iteration loop Probably you get problems on the radius.. Another thing: in order to get detail, you must really use more than 20 iterations!.. Please, let me know if those explanations helps you.. I think that this formula is easy.. you don't want to see the others (higher dimensions).. Title: Re: Quadray Sets Post by: Syntopia on April 26, 2011, 11:42:59 PM Thanks for sharing your systems, Aexion - I've always been a fan of your work!
For realtime you will need to find a suitable distance estimate. So far this is the best I got (GLSL code): Code: float DE(vec3 p) It seems to overshoot quite a lot (multiply by 0.03 or so), but you can get images like the one attached. Title: Re: Quadray Sets Post by: Aexion on April 27, 2011, 12:25:25 AM Thanks for sharing your systems, Aexion - I've always been a fan of your work! For realtime you will need to find a suitable distance estimate. So far this is the best I got (GLSL code): Code: float DE(vec3 p) It seems to overshoot quite a lot (multiply by 0.03 or so), but you can get images like the one attached. Many Thanks Syntopia for the translation to GLSL!! :) I'm very outdated on the current escapetime methods and this really helps me a lot to learn about them (in particular to GLSL!) Title: Re: Quadray Sets Post by: KRAFTWERK on April 27, 2011, 08:23:51 AM Wow, this looks beautifully interesting Aexion!
And DarkBeam... I hope you get this one right for MB3D some day... :beer: :) Title: Re: Quadray Sets Post by: msltoe on April 27, 2011, 02:34:04 PM Nice stuff, Aexion. I've been looking into some random four-dimensional transforms, lately, too. It's interesting how they bring about symmetries. Now if only we can generate chaotic symmetries - where after each iteration, the symmetry doubles.
-mike Title: Re: Quadray Sets Post by: Jesse on April 27, 2011, 04:27:36 PM What nice formulas, the 6 brots one has now a formula for m3d:
http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944 (http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944) :beer: Title: Re: Quadray Sets Post by: Aexion on April 27, 2011, 05:13:35 PM What nice formulas, the 6 brots one has now a formula foe m3d: A foe??.. :evil1:http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944 (http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944) :beer: Let me drop the Holy Fractal Grenade of Antioch :dink: : http://www.youtube.com/watch?v=GR7tm-osFto Complete with minibrots and spirals.. :D (http://www.rfractals.net/share/NorthSet.jpg) Title: Re: Quadray Sets Post by: Jesse on April 27, 2011, 05:47:41 PM A foe??.. :evil1: i knew i better had fixed that typo :dink: Quote Let me drop the Holy Fractal Grenade of Antioch :dink: : ... Complete with minibrots and spirals.. :D ... Very nice, but where are the spirals? Title: Re: Quadray Sets Post by: Aexion on April 27, 2011, 06:08:41 PM Quadray Box (please name it,since its not a box!)
(http://www.rfractals.net/share/QuadrayBox.jpg)(http://www.rfractals.net/share/QuadrayBoxZoom.jpg) Here is another quadray set, this time is a mandelbox based one. For this set, theres a delta value that changes the overall aspect of the set. Here is a delta=7, on where the box, breaks in six octahedrons and eight tetrahedrons. The renders show here arent good, but I suppose that you can get the idea. The set is very beautiful and complex (tetrahedrons, triangles and octahedrons..but not boxes) Init conditions: Code: const float delta=7; Iteration Loop: Code:
Title: Re: Quadray Sets Post by: Aexion on April 27, 2011, 11:02:23 PM A foe??.. :evil1: i knew i better had fixed that typo :dink: Quote Let me drop the Holy Fractal Grenade of Antioch :dink: : ... Complete with minibrots and spirals.. :D ... Very nice, but where are the spirals? Oh.. no foe?? :embarrass: My english is not very good, thats why I misunderstood.. :) Thanks for adding my formulas to M3D!! As for the missing spirals, they are visible around the perimeter of the mandelbrot.. A good example is at: http://aexion.deviantart.com/art/MiniBrot-206346586 This is the largest minibrot located in the mandelbrot anntena.. I have zoomed on the elephant trunk valley and have seen them, but my main problem is the fact that they connections are very fine and they become visible thanks to the minibrot swarms.. Anyways, let me make a zoom into the easy ones.. :) Title: Re: Quadray Sets Post by: cKleinhuis on April 27, 2011, 11:19:37 PM lol, people you found the "Balloon Formula" respects!
Title: Re: Quadray Sets Post by: Jesse on April 28, 2011, 12:49:43 AM A foe??.. :evil1: i knew i better had fixed that typo :dink: Quote Let me drop the Holy Fractal Grenade of Antioch :dink: : ... Complete with minibrots and spirals.. :D ... Very nice, but where are the spirals? Oh.. no foe?? :embarrass: My english is not very good, thats why I misunderstood.. :) Wow, my english is not good either, i just noticed that you are the author of incendia and that 'foe' makes some sense... and now i understand also your following post :D But when i made the typo i did not knew, so my hand must be led from a kind of higher force :dink: Quote Thanks for adding my formulas to M3D!! As for the missing spirals, they are visible around the perimeter of the mandelbrot.. A good example is at: http://aexion.deviantart.com/art/MiniBrot-206346586 This is the largest minibrot located in the mandelbrot anntena.. I have zoomed on the elephant trunk valley and have seen them, but my main problem is the fact that they connections are very fine and they become visible thanks to the minibrot swarms.. Anyways, let me make a zoom into the easy ones.. :) Of course, the containing Mset must have some sort of spirals in zooms... but for the pic competition here comes the battle ship :tease: (http://nocache-nocookies.digitalgott.com/gallery/6/1127_28_04_11_12_34_16.jpeg) in detail (http://nocache-nocookies.digitalgott.com/gallery/6/1127_28_04_11_12_35_35.jpeg) Title: Re: Quadray Sets Post by: Aexion on April 28, 2011, 01:59:17 AM A foe??.. :evil1: i knew i better had fixed that typo :dink: Quote Let me drop the Holy Fractal Grenade of Antioch :dink: : ... Complete with minibrots and spirals.. :D ... Very nice, but where are the spirals? Oh.. no foe?? :embarrass: My english is not very good, thats why I misunderstood.. :) Wow, my english is not good either, i just noticed that you are the author of incendia and that 'foe' makes some sense... and now i understand also your following post :D But when i made the typo i did not knew, so my hand must be led from a kind of higher force :dink: Of course, the containing Mset must have some sort of spirals in zooms... but for the pic competition here comes the battle ship :tease: in detail Oh. I 'm happy to share some formulas with the Forums, since I consider that you people are doing a very good work on the escapetime arena, and systems like the Quadray can generate very good fractals! As for your spaceship (this is out of the thread, but..:) ), its very good.. But let me melt it with my fully armed Incendia generated Space Cannon.. :tease: FIREEEE!!!! (http://www.rfractals.net/share/fractal_energy_cannon.jpg) Title: Re: Quadray Sets Post by: Jesse on April 28, 2011, 10:34:51 AM Oh. I 'm happy to share some formulas with the Forums, since I consider that you people are doing a very good work on the escapetime arena, and systems like the Quadray can generate very good fractals! As for your spaceship (this is out of the thread, but..:) ), its very good.. But let me melt it with my fully armed Incendia generated Space Cannon.. :tease: FIREEEE!!!! (cool image) I SURRENDER! (Even you shoot at your own ship, it was the 'Quadray with an offset' formula :dink: ) Really cool to meet VIPs of fractal programming here in the forum. Mostly all about that programming i got from this place, so i can be only thankful for all that sharing! I not know much about the way Incendia is rendering, but i like the results very much. Regards Title: Re: Quadray Sets Post by: cKleinhuis on April 28, 2011, 10:58:53 AM indeed, i do not fully understand how incendia works, as far as i know it is using target regions, that somehow work like an IFS
but i never really understood what is the difference to standard IFS methods..... Title: Re: Quadray Sets Post by: Aexion on April 28, 2011, 03:45:29 PM Oh. I 'm happy to share some formulas with the Forums, since I consider that you people are doing a very good work on the escapetime arena, and systems like the Quadray can generate very good fractals! As for your spaceship (this is out of the thread, but..:) ), its very good.. But let me melt it with my fully armed Incendia generated Space Cannon.. :tease: FIREEEE!!!! (cool image) I SURRENDER! (Even you shoot at your own ship, it was the 'Quadray with an offset' formula :dink: ) Really cool to meet VIPs of fractal programming here in the forum. Mostly all about that programming i got from this place, so i can be only thankful for all that sharing! I not know much about the way Incendia is rendering, but i like the results very much. Regards Oh! that was the Quadray!! I didn't reconize it! I will not shot another deadly ray.. :D I think that I know why the M3D implementation of the QuadrayBrot doesn't look like the burger of the photo.. The init (x,y,z,w) values must be either (0,0,0,0) or (ctx,cty,ctz,ctw)! not the original 3D ones, since its a full 4D space conversion.. Hope that Mr. DarkBean update it.. As for the Quadray Mandelbox, here is how it looks with a 4D delta (originally I posted a 1D delta value): (http://www.rfractals.net/share/QuadrayMandelBox4D.jpg) The init conditions also must be (0,0,0,0).. :) Title: Re: Quadray Sets Post by: DarkBeam on April 28, 2011, 05:21:24 PM Jesse rewrote the formula but why? ;D It gives the same exact output as mine, and both ones don't look like Incendia's images, dunno why! :-\ :o
Title: Re: Quadray Sets Post by: Jesse on April 28, 2011, 06:25:27 PM Jesse rewrote the formula but why? ;D I am not sure if you want an answer, nevertheless here are some... ^-^ - you did not mentioned your formula in the final.zip update section, so i loaded it after my formula was already done - your formula seems to be fixed so that the vector starts at zero (or Ct.) - you have no offset parameter - mine is faster :D enough? Quote It gives the same exact output as mine, and both ones don't look like Incendia's images, dunno why! :-\ :o The output depends on many settings, and the general rendering technic. Attached is a remake of the 6 bulbs with very small DEstop and an average iteration count of 32.5. The thin surfaces are not shown up in Aexion renderings, this seems to be due to the different rendering methods. Title: Re: Quadray Sets Post by: DarkBeam on April 28, 2011, 07:04:14 PM Small DEstop! :embarrass: The only thing that I didn't try
Effectively, your program is very sensible to thin surfaces; and it is not necessarily a defect, in some cases it reveals to be a great side-effect :D Title: Re: Quadray Sets Post by: Syntopia on April 28, 2011, 08:23:33 PM I've found a better DE-approximation:
Code: float DE(vec3 p) My images look more like Jesse than Aexion's, though. (The holes near the tip will disappear if the max ray number is increased). I am curious: how do you raymarch your pictures - I guess you don't use an analytic DE? Do you use some sort of approximation based on the numerical gradient of the escapelength (like Makin/Buddhi's four-point method)? And what about coloring? A function of the escape-length/iteration count, or some kind of orbit traps? Title: Re: Quadray Sets Post by: Jesse on April 28, 2011, 09:19:36 PM I've found a better DE-approximation: ... So you included the derivative of the vectorlength, looks interesting. My attempts of analytic DE's based on only one parameter were not good enough for 'power' bulb formulas, but this should be tested. Quote My images look more like Jesse than Aexion's, though. (The holes near the tip will disappear if the max ray number is increased). Max ray number? Sounds like monte carlo or so :o Quote I am curious: how do you raymarch your pictures - I guess you don't use an analytic DE? Do you use some sort of approximation based on the numerical gradient of the escapelength (like Makin/Buddhi's four-point method)? Looks like you asking me, you are fully right, i use mostly the 4 point method. Based on the escaped length gradient at same iterationcounts. Would be also nice to get a little insight of Aexions rendering method, especially for this bulbs. Quote And what about coloring? A function of the escape-length/iteration count, or some kind of orbit traps? For this one i used the orbit trap to the origin, another implemented ones are smoothed iterations, last length increase and angles of escaped vector components, last ones are not very often used or useful. There are far more possibilities, ask David for a wider summary, he has also much implemented in his UF formula file. Title: Re: Quadray Sets Post by: Syntopia on April 28, 2011, 10:10:34 PM So you included the derivative of the vectorlength, looks interesting. My attempts of analytic DE's based on only one parameter were not good enough for 'power' bulb formulas, but this should be tested. I'm pretty sure this is not ideal - a proper analytic DE would probably have a running 4-component derivative similar to the Quaternion Julia approach. And how do you multiply Quadray numbers anyway? Btw, the Wikipedia entries on Quadray and Synergetics are interesting reads - I hadn't heard about them, before Aexion introduced them. Max ray number? Sounds like monte carlo or so :o I'm afraid it just means 'max number of ray steps'. But doing true distributed ray tracing, with proper DOF, soft shadows, and Image Based Lighting would be nice, though .-) For this one i used the orbit trap to the origin, another implemented ones are smoothed iterations, last length increase and angles of escaped vector components, last ones are not very often used or useful. There are far more possibilities, ask David for a wider summary, he has also much implemented in his UF formula file. Thanks. I use a combination of different orbit traps (including origin) as well, but I find it difficult to get as good results as M3D. Guess that palette editor helps a lot :-) Title: Re: Quadray Sets Post by: Aexion on April 29, 2011, 12:49:58 AM Its very good to see that the formula is finally implemented on M3D.
Well, hope to see some interesting renders. :) About the questions: Quote I am curious: how do you raymarch your pictures - I guess you don't use an analytic DE? Do you use some sort of approximation based on the numerical gradient of the escapelength (like Makin/Buddhi's four-point method)? Looks like you asking me, you are fully right, i use mostly the 4 point method. Based on the escaped length gradient at same iterationcounts.Would be also nice to get a little insight of Aexions rendering method, especially for this bulbs. I just writed a very basic raymarcher, nothing special (thats why I didn't saw the very fine tendrils). It outputs a buffer for Incendia and I made the final render from it. (really a very crude process.. I have a lot to learn!) I'm pretty sure this is not ideal - a proper analytic DE would probably have a running 4-component derivative similar to the Quaternion Julia approach. And how do you multiply Quadray numbers anyway? Btw, the Wikipedia entries on Quadray and Synergetics are interesting reads - I hadn't heard about them, before Aexion introduced them. Quadray coordinates are often overlooked but they produce very interesting results, in special for those higher dimensional objects. I have used them for years for plotting many interesting fractals (ifs attractors and sphere inversion fractals, for example:http://aexion.deviantart.com/art/Apollonian-Gasket-III-30135208 (http://aexion.deviantart.com/art/Apollonian-Gasket-III-30135208)). These links has some interesting quadray information: http://minortriad.com/quadray.html http://www.grunch.net/synergetics/quadintro.html I will try to port some of the other 3D escape time fractals to the quadray, to see how they look.. Title: Re: Quadray Sets Post by: Kali on April 29, 2011, 02:38:05 PM @Aexion: Very nice formulas! thanks for sharing and welcome to FF!
I've found an interesting thing: My "Mandelbrot on real numbers (http://www.fractalforums.com/mandelbrot-and-julia-set/mandelbrot-on-real-numbers-t5375/)" patterns are on the thin surface of the 6-bulbs version!! :hmh: This is the M3D implementation: (http://img197.imageshack.us/img197/2999/mbrotrn.jpg) And this is from my method for generating real number mandelbrot patterns: (http://img34.imageshack.us/img34/3498/mrn02762.jpg) I couldn't get the same coloring, but I added some skew to match the other image and comparing the patterns similarty. Any idea why is this happening?? Title: Re: Quadray Sets Post by: David Makin on April 29, 2011, 05:25:38 PM Quote And what about coloring? A function of the escape-length/iteration count, or some kind of orbit traps? For this one i used the orbit trap to the origin, another implemented ones are smoothed iterations, last length increase and angles of escaped vector components, last ones are not very often used or useful. There are far more possibilities, ask David for a wider summary, he has also much implemented in his UF formula file. Effectively *any* colouring that works for 2D fractals can be extended to colour the 3D surface - with the exception of DE if your surface threshold is based on DE or smooth iteration if your surface threshold is based on smooth iteration count and you can even use multiple "colourings" to say add bump-mapping or such. Ideally said colourings would be proper 3D+ counterparts of the 2D ones e.g. orbit trapping to (a,b,c....) instead of just (a,b) but in order to allow more variety quickly my formula for UF allows you to specify a conversion of 3D values to 2D which can then be plugged into any of UF's (class based) complex colouring formulas. Of course "any" is usually restricted to ones that work "Outside" (or "Inside") but not ones that work "Inside" only because generally the rendered surface is still mathematically "Outside" - that is unless of course you're rendering with "Inside" hollow and "Outside" solid in which case the reverse is true ;) For more IFS-style fractals you can also use the "genetics" for the colouring, in the case of KIFS or Mandelbox style fractals that means if you have say 3 conditionals per iteration each with 2 choices then you have 8 values per genetic "level" (iteration depth) and on doing the iteration for the surface pixel you can convert said genetic code to a colour in a manner of your own choosing. For instance with 8 values per iteration then at the end of each iteration loop I would use: s = s/8 (divide size factor by 8, start value was 1) code = code + newcode*s Where newcode is 0 to 7 based on the path through the 3 conditionals. Then use code for the colouring say as a simple index into palette/gradient (raw value of code here would be min 0 max<1). Of course if there were say 12 possible routes through the iteration loop then newcode would be 0 to 11 and you'd divide s by 12 instead of 8. Also you can make this a lot more complex giving the user finer control over the way the final code is created e.g. if there are 8 values from the loop but you only divide s by say 6 then the distribution of the colouring will be such that the variation between the primary fractal areas will be more graduated - though of course you lose the "ideal" range from 0 to <1 so you'd have to adjust accordingly. Title: Re: Quadray Sets Post by: David Makin on April 29, 2011, 05:44:02 PM Of course you can make a more sophisticated genetics colouring by borrowing tricks from orbit trapping, e.g. skip 1st n iterations as far as the genetic code is concerned, or only use values from n iterations, or somehow specify a varying scale value or just plain different scale values for the genetic code from each iteration.
If you want a "final value angle" style colouring then a trick I though of just now but haven't tried is take the final (3D or 4D) value of "z" at bailout and get an angle-based value (magnitude) from it using either standard quaternionic or bi-complex reverse trig functions - or maybe do this for trapped values when orbit trapping. Title: Re: Quadray Sets Post by: DarkBeam on April 29, 2011, 05:52:39 PM @Aexion: Very nice formulas! thanks for sharing and welcome to FF! I've found an interesting thing: My "Mandelbrot on real numbers (http://www.fractalforums.com/mandelbrot-and-julia-set/mandelbrot-on-real-numbers-t5375/)" patterns are on the thin surface of the 6-bulbs version!! :hmh: This is the M3D implementation: (http://img197.imageshack.us/img197/2999/mbrotrn.jpg) And this is from my method for generating real number mandelbrot patterns: (http://img34.imageshack.us/img34/3498/mrn02762.jpg) I couldn't get the same coloring, but I added some skew to match the other image and comparing the patterns similarty. Any idea why is this happening?? What is your formula? So we can make a confront ;) Title: Re: Quadray Sets Post by: Kali on April 29, 2011, 06:44:00 PM Luca, I guess you didn't see the link in my post. Here it is: http://www.fractalforums.com/mandelbrot-and-julia-set/mandelbrot-on-real-numbers-t5375/
Anyway, I tried several things in that thread, but the image here is using inner coloring (exponential smoothing, no bailout) of this simple 2D iteration: x=x*x+cx y=y*y+cy z=sqrt(x*x+y*y) (z is for coloring) Title: Re: Quadray Sets Post by: DarkBeam on April 29, 2011, 07:21:51 PM Okay, now look at Aexion formula, that is almost identical
x=x*x + 2*z*w + cx (if I remember right)... (at z=0, z*w = 0 so it's identical to your fmla :dink: ) aexion cx= a linear combination of x,y,z etc etc ;D Title: Re: Quadray Sets Post by: Kali on April 29, 2011, 07:31:26 PM I guess you are right :D Thanks!
I was too lazy for trying to figure out that :embarrass: So I own a thin slice of this formula! I want a 0,0000001% of the profits aexion could make out of it! I should call my lawyers... :rotfl: Title: Re: Quadray Sets Post by: DarkBeam on April 29, 2011, 07:39:02 PM I guess you are right :D Thanks! I was too lazy for trying to figure out that :embarrass: So I own a thin slice of this formula! I want a 0,0000001% of the profits aexion could make out of it! I should call my lawyers... :rotfl: Less than 0,0000001%, since his cx is a linear combination of cx and cy, yours is plain cx :order: :tease: Title: Re: Quadray Sets Post by: Aexion on April 29, 2011, 09:26:22 PM I guess you are right :D Thanks! Oh... 4D Fractdimensional profit? what an interesting concept :)I was too lazy for trying to figure out that :embarrass: So I own a thin slice of this formula! I want a 0,0000001% of the profits aexion could make out of it! I should call my lawyers... :rotfl: DarkBean is right in the fact that when of the four dimensions, in that precise point of the formula, the multiplications by 0 cancels the linear combination and it turns into your formula. Have you visited the MiniBrots that lies on the line along the set? They could give interesting patterns too.. :) Title: Re: Quadray Sets Post by: knighty on April 29, 2011, 10:03:37 PM Hi, These quadray sets are very nice. I like particularly the six spacechips about to collide ;D. Thank you Aexion.
Couldn't resist to give it a try. Here are attached fragmentarium scripts. (try the sign parameter). Title: Re: Quadray Sets Post by: Jesse on April 29, 2011, 10:54:01 PM My first tries of a general quadray transform before some 4d formulas were a bit disappointing, not that good as Aexion's suggested formula.
But it seems that the rotated 4d box likes it... :) (You need the _QuadrayTransform2 formula from the 'NewFormulasSince1697_3.zip' update: http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944 (http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944)) Mandelbulb3Dv16{ O.....Y/...g2...w....26....jduVL.36C.1.......02E0WSnRKAIIzfjwXaNMAMyzgV7tyg6Faxj ................................5BrPXo4E3z1........Y./..................y.2..... ................/Q.0/....6.y....23...2E2.....AhfX0Nio/sD/M.........c./...w1.BnAn z.EnAncD1E..0..........wz........................................y1...sD...../.. .w1...sDJUG42JHPPy9icZSJKImKwsyf1xUlrNgDhz.puXyfpuvfJf8LQJ.azOtJoGyCtdsjWmnwgtMf 1v1XPnitvYbWzqGzae3L3UtD......2q0...T0................sD.2E.0................... ..............................MRo8.4qFf.kO5h0UoRo8.srFf.sV5h0.FSo8.............. .....................wzzz1.U..6.P....M2...EB....m0...M4....F....8/...I1....UJl22 ...U.e6e4zjeYFnz8Welzf8No.6.1c..zzCg.MQizccZWGyD7EdGkxmWcz1..........2k.8.klLS4. QvM93P58iz9GMmnWK2zwz0........../6U0.wzzz1................................E.0c.. zzzz.................................2U.8.kzzzD................................. /6U0.wzzz1...................................kdKd.EHVM/.UcFk982.cxo7.ogCn0eM.g5P D/ErKRtUc/kF.V1.TO4bOZ0.B3W3.ESSQeJ8.oI6K.EovRxdJ.EHVM/.FlrpbK/.B3W3.sITLTO3.oI6 K..kzldKd.EHVM/....crI0.zzFoTu2.yzngi84.xzZX.45................................. E....A....E.....I....2....kLFJLMY7LMtFZQVtqQaxaQh71............................. ...................5.1........zj................................................ ................................................................................ .....................2.....3....4....wZIjFLMoJ4BY/..n/.......................... Ak.1Ak.1................................Y.A.............................Y.2..... ................................................................................ ................................/....E/...U/..../7oPsNJMmZrIX34PZF1N............ ............5.../.........................2........sz.........zD................ ...wz........................................................................... ............................................} Title: Re: Quadray Sets Post by: Jesse on April 29, 2011, 11:13:32 PM A closer look at the old temple...
Title: Re: Quadray Sets Post by: Syntopia on April 30, 2011, 12:18:06 AM Many thanks for the answers and ideas on coloring and raymarching, Jesse, Aexion and Makin!
Knighty, your second Fragmentarium sample keeps track of a running Jacobian to estimate the distance - I haven't seen that before - it seems to work great. How did you get the idea for this? Is there any formal math behind it? There are many interesting bits of information in this thread - and in the rest of Fractal Forums. Has there ever been a discussion about starting a Wiki to summarize all this information - e.g. overviews of different formulas, number systems, software implementations, different approaches to raymarching and DE-calculations, coloring systems, recurring fractal motives, and so on? Title: Re: Quadray Sets Post by: DarkBeam on April 30, 2011, 12:23:03 AM Yay, that amazing quadray iz badass, will go and take a look :D
Title: Re: Quadray Sets Post by: David Makin on April 30, 2011, 04:48:37 AM Many thanks for the answers and ideas on coloring and raymarching, Jesse, Aexion and Makin! Knighty, your second Fragmentarium sample keeps track of a running Jacobian to estimate the distance - I haven't seen that before - it seems to work great. How did you get the idea for this? Is there any formal math behind it? There are many interesting bits of information in this thread - and in the rest of Fractal Forums. Has there ever been a discussion about starting a Wiki to summarize all this information - e.g. overviews of different formulas, number systems, software implementations, different approaches to raymarching and DE-calculations, coloring systems, recurring fractal motives, and so on? I don't know if it's where Knighty got the idea but before Jos Leys showed that the "simple" "analytical" derivative worked for Daniel White's Mandellbulbs and we were still rendering it using either brute force or my old deltaDE method I suggested that a "correct" analytical DE would require use of the Jacobian and had a play around with the idea, but my maths wasn't up to it - then as I said Jos found the simple method worked fine (even though it doesn't necessarily follow due to the non-standard nature of the Triplex calculations). I also pointed out that using the full Jacobian for the running derivative may even give useable analytical DE for completly arbitrary 3D+ formulas e.g. newx = x + exp(y) - 5* cos(z) + cx newy = sin(x) + cos(y) + cy newz = cosh(x) + sinh(y) - z + cz Not that that particular choice is likely to produce anything of merit ! I got the idea for using the Jacobian originally because I had used it to allow arbitrary (2D) Newton formulas in a ufm for Ultra Fractal i.e. formulas for Newton fractals involving two real functions of two real variables. Christian was planning a book or some such but he hasn't mentioned it for a while - at the moment the only related Wiki is the one for Ultra Fractal: http://ultrafractalwiki.fractalforums.com/ (http://ultrafractalwiki.fractalforums.com/) Failing a book then an ff wiki is a great idea, if someone is prepared to put the time in to create and maintain it ;) Less time-consuming to maintain but potentially as useful would be if there was a good cross-referencing plug-in for the forum's engine.... Title: Re: Quadray Sets Post by: knighty on April 30, 2011, 05:29:11 PM The informations about the DE methods (and other stuff) are so scattered here that I can't really tell where exactly I got the Idea :embarrass:. One thing is sure, it was here at fractalforums. As far as I know, David Makin was the first who had the idea of using jacobian to do DE of "arbitrary" 3D+ fractals (see the monstrously big thread about the mandelbulb ;)) but it seems to me that things were not clear on how to use them...
My reasoning is quite simple and straightforward. The "standard" escape time fractal formula is of the form: z[n+1]=F(z[n])+c. z can be a complex number, a quaternion, a vector or a triplex... The standard formula for DE (when infinity is a superattracting point) is: DE=0.5*|z[final]|*log(|z[final]|)/|D(z[final])| (D() is the derivative operator) Keep in mind that this is an approximate formula. See:this book (http://www.evl.uic.edu/hypercomplex/html/book/book.pdf) for the maths involved that I could'nt (fully) understand :hurt:. now in case z is a vector, the natural derivative is the jacobian. Taking the formula as it is, it is "natural" to use the norm of the jacobian. That's it. Of course, there are several ways to compute that norm. I've used the infinity norm here for it's simplicity. The "best" norm would be the maximal singular value...Sloow! :evil1:... The jacobian could of course be computed numerically just as the gradient. I don't know if the use of the norm of the jacobian is mathematically corret, but if this is the case, it would give better insight on why the other approaches, especially the scalar derivative DE, work. ...Well! I think that I should start a new thread about this subject instead of polluting this one. It would be great to have a wiki... Hard hard work but worth it :) Title: Re: Quadray Sets Post by: knighty on April 30, 2011, 05:43:46 PM Back to the quadray sets:
It seems to me that its mainly a 3D slice of a highier dimensional fractal. So why not use other directions for the slices? One way to do it would be by applying a rotation to the 4D (or 8D) variables before the loop. Title: Re: Quadray Sets Post by: DarkBeam on April 30, 2011, 06:05:12 PM Hi, These quadray sets are very nice. I like particularly the six spacechips about to collide ;D. Thank you Aexion. Couldn't resist to give it a try. Here are attached fragmentarium scripts. (try the sign parameter). Hey please an image :'( Title: Re: Quadray Sets Post by: knighty on April 30, 2011, 06:31:05 PM Hey Darkbeam!
I've attached the fragmentarium shaders. You have to rename them to .frag instead of .txt. Anyway, here is an image: Title: Re: Quadray Sets Post by: Kali on April 30, 2011, 06:39:46 PM Aexion, me contaron que eres de España... por lo tanto te doy la bienvenida en nuestro idioma también! :)
Cuando tenga un poco de tiempo voy a probar Incendia, he visto muy buenas imagenes realizadas con tu programa, te felicito por él. (espero no incendiar nada :)) Estoy actualmente trabajando en un programa de combinacion de fractales 2D, algo mucho mas modesto porque no soy un gran programador :embarrass: Espero que disfrutes tu estadía aquí, a mí personalmente me ha parecido un muy buen foro, e incluso me hice de algunos amigos aquí. Saludos desde Argentina! Edit: Just for the case, I was only saying hello to our new friend in spanish, I know I must speak english in public messages, it will not happen again :dink: Title: Re: Quadray Sets Post by: DarkBeam on April 30, 2011, 07:58:58 PM Hey Darkbeam! :) :) :) :)I've attached the fragmentarium shaders. You have to rename them to .frag instead of .txt. Anyway, here is an image: This is freaking awesome, congrats :worm: Exactly, which is the shader you rendered? Title: Re: Quadray Sets Post by: knighty on April 30, 2011, 09:22:34 PM Thanks ;D
That image is from the second script. parameters are offset=0 and sign=-1. This one is with the first script. offset=-1 and sign=1. Title: Re: Quadray Sets Post by: Aexion on April 30, 2011, 10:14:56 PM Aexion, me contaron que eres de España... por lo tanto te doy la bienvenida en nuestro idioma también! :) Cuando tenga un poco de tiempo voy a probar Incendia, he visto muy buenas imagenes realizadas con tu programa, te felicito por él. (espero no incendiar nada :)) Estoy actualmente trabajando en un programa de combinacion de fractales 2D, algo mucho mas modesto porque no soy un gran programador :embarrass: Espero que disfrutes tu estadía aquí, a mí personalmente me ha parecido un muy buen foro, e incluso me hice de algunos amigos aquí. Saludos desde Argentina! Edit: Just for the case, I was only saying hello to our new friend in spanish, I know I must speak english in public messages, it will not happen again :dink: Muchas gracias Kali!! Este es un muy buen foro. Por cierto, aunque no soy español, llevo ya viviendo mas de una decada en España! Espero que te guste Incendia (no quemes nada! :) ) Saludos desde Cordoba ps. I will speak in english, I promise, I was just answering in spanish to Kali :) Title: Re: Quadray Sets Post by: Aexion on April 30, 2011, 10:39:54 PM My first tries of a general quadray transform before some 4d formulas were a bit disappointing, not that good as Aexion's suggested formula. Very good render Jesse! I think that you will find many others.. :)But it seems that the rotated 4d box likes it... :) (You need the _QuadrayTransform2 formula from the 'NewFormulasSince1697_3.zip' update: http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944 (http://www.fractalforums.com/index.php?topic=6061.msg28944#msg28944)) Back to the quadray sets: And it is! as far as I suspectedIt seems to me that its mainly a 3D slice of a highier dimensional fractal. So why not use other directions for the slices? One way to do it would be by applying a rotation to the 4D (or 8D) variables before the loop. I have trying to go toward higher dimensions, but saddly my results are well..not as good as the 4D version.. I have used the MandeBox formula first since it works with any number of dimensions and its symmentrical appareance serves me to test the formulas. Then I tried to implement the mandelbrot formula..But with no luck.. :( For the Quadray, I have tested other formulas, such as the mandelbrot powers and the burning ship formula. The Burning Ship formula appears to look like a fish,a nd the mandelbrot powers, well, they look like mandelbrot powers :) Anyways, for the Mandelbox, the 12D is interesting to see (I call it "The Humongous Formula", for being overly big and impractical!) Here is an example how it looks: (http://www.rfractals.net/share/MultidimensionalEvil.png) another render is at my DA gallery: http://aexion.deviantart.com/art/Near-the-Core-207032701 (BTW: anyone interested on this multidimensional headache?) Title: Re: Quadray Sets Post by: msltoe on April 30, 2011, 11:10:12 PM The posted picture is very nice. Who would've thought pentagonal faces could emerge from 12-dimensional square boxes?
It's frustrating working with 4+ dimensional functions because it's hard to predict what's going to happen... Title: Re: Quadray Sets Post by: knighty on May 01, 2011, 09:35:53 PM (BTW: anyone interested on this multidimensional headache?) Me! ;DHave you tried negative scales or a bigger max-radius? Title: Re: Quadray Sets Post by: Syntopia on May 01, 2011, 11:25:59 PM Thanks Knighty, for your answer on the Jacobian method.
I'm already familiar with the 'Hypercomplex Iterations' book - most of it is beyond me, but it seems to me they end using a formal derivative (defined iterativately - see e.g. p 56), which is a 4-component quantity for the quaternion systems, and I'd expect it to be same for other 4-component numbers. Like you, I also tried to generalize something of the form "r*ln(r)/dr". I ended up with a scalar 'dr', because I was not sure how to multiply quadray numbers, but your Jacobian method works better anyway :-) Title: Re: Quadray Sets Post by: Aexion on May 02, 2011, 01:10:14 AM (BTW: anyone interested on this multidimensional headache?) Me! ;DHave you tried negative scales or a bigger max-radius? Title: Re: Quadray Sets Post by: Jesse on May 02, 2011, 01:19:38 AM before that, a tweak with Lucas _PolyFolding and _UpdateC as pre-pretransforms... i like the 2 bulbs on the z axis this way:
Title: Re: Quadray Sets Post by: KRAFTWERK on May 02, 2011, 10:02:32 AM These Quadrays are so beautiful, got to try them out!
Nice render Jesse!! :beer: Title: Re: Quadray Sets Post by: Aexion on May 02, 2011, 11:09:17 AM before that, a tweak with Lucas _PolyFolding and _UpdateC as pre-pretransforms... i like the 2 bulbs on the z axis this way: Beautiful render is that one!! I like it!! Title: Re: Quadray Sets Post by: DarkBeam on May 02, 2011, 06:44:56 PM before that, a tweak with Lucas _PolyFolding and _UpdateC as pre-pretransforms... i like the 2 bulbs on the z axis this way: Include it in the examples of next release :worm: Title: Re: Quadray Sets Post by: DarkBeam on May 03, 2011, 01:31:47 PM (http://img37.imagefra.me/i553/kriptokapi/qasg_2be_u6bci.jpg) (http://i.imagefra.me/53bi7xwm)
^-^ Bicomplex Julia (some interfering sets) - isn't it cool? :D Quadray mode enhances a lot the bicomplex formula Mandelbulb3Dv16{ O....Es....V1...Y..........2rXaBRoe0.Paa6W47ro1EHyT5CtWpUy9XhxEcNLGkzqQ.FKZ2A9uj ................................yC2UA3yxpz1......Usk./..................y.2..... ................/M.00....6.T3...60....E2.....wwcfrzyAlpD/..........c./...w1....U z.EnAnQD1E../2EVf53iSIswzcNaNaNaNavDY0LD8QxcUz9..................y1...sD...../.. .w1...IE4yOZIRl95unO6UcJLwmVywW6gYzyAlpDHaIyouKDOx99CT.f7EHFzKu9VOfDiscDnoQpoa.B 3xHnT0ghipXKzieMUdJATabD......oX0.....................sD.2kz0................... ..............................MRS4.4qtN.kObb/UoRS4.srtN.sVbb/.FSS4.............. ................E.....Ak.1.U.M6......c0...EB....70...6/...Uyzzzz6....EXz...oXl22 ...mHwdel0A9le3kTeOg.ToMK81.3c..zzzz.Q6Fbf24LNvD5Got8VlJaz1...........k.8.klLS4. Mo0FIhT67.A4hE2Jv5G0.1..........22.3vHSwl1EmZOxSfJ7zzUMqleHQhszDDOoz6DuFoy1/Gc.z zzzz.UyriyqJ3nzDqwlf0WigyzHRUbsUnBIgzIW24dzzzzD.7aDex53nqzHVKH7bON3..N0RYP/mgmzj /6U0.wzzz1....................................Ak.1EHVM/.iF.U.06.B3W3.gA0.1Ak.UqH b..yEs6Ul/kF.V1.fH/U.06.B3W3.wl6/5wz.oI6K.UIr.Ak.1EHVM/.VLJrRzD.B3W3.2uKtXzr.oI6 K.Eyz/6U.0EHVM/....crI0.zzFoTu2.yzngi84.xzZX.45..ooFT3XAt2X98/pF................ E....6....E.....I....2....kLFJLMY7LMtFZQVtqQaxaQh71...................k/........ ...................wz0........yD................................................ ................................................................................ .....................A.....3..../....oIMiFKNgF1F0ZqE............................ ........06U..........cNaNaNaNaxj.....................AnAnAnAnAxDnAnAnAnAHz1..... ................................................................................ ................................} Title: Re: Quadray Sets Post by: Aexion on May 06, 2011, 11:24:22 AM The SnowFlake of Diamonds
Here is another 4D experiment. It's not a Quadray, but it produces interesting results. This consists in a modified mandelbox that runs on an hexagonal (actually triangular) configuration. At delta=0, it produces an interesting array of snowflake. Around delta=7, it breaks down into six triangles. I also changed a bit the original mandelbox, so instead of producing arches and cupolas, it produces crystaline structures. (http://www.rfractals.net/share/Diamond.jpg) Init Conditions: Code: const float delta=0; Iteration Loop: Code: for (ic=0;ic<Iter;ic++){Title: Re: Quadray Sets Post by: DarkBeam on May 06, 2011, 11:56:42 AM :) Excellent!!!! Big thanks friend!!! :angel1: I am only wondering if it works leaving unchanged x axis, and rotating others...
For example; const float ctx =fabs(x)-delta; const float cty =fabs(0.86602540378443864676372317075294*y-0.5*x)-delta; const float ctz =fabs(-0.86602540378443864676372317075294*y-0.5*x)-delta; const float ctw =fabs(z)-delta; Or even better; const float ctx =fabs(x)-delta; (x remains x) const float cty =fabs(0.86602540378443864676372317075294*y-0.5*x)-delta; const float ctz =fabs(z)-delta; (z remains z) const float ctw =fabs(-0.86602540378443864676372317075294*y-0.5*x)-delta; It can be much less "distructive" for the formula combinations, I will try :) Luca :dink: ----------------- PS; No need to report Abox formula everytime, it is fixed and I know it :D Title: Re: Quadray Sets Post by: DarkBeam on May 06, 2011, 12:55:50 PM :dance: :w00t:
It works!!! I adopted my version with less axis swapping, works like a charm ;D Title: Re: Quadray Sets Post by: DarkBeam on May 06, 2011, 01:10:41 PM (http://img40.imagefra.me/i556/kriptokapi/15g7_0ff_u6bci.jpg) (http://i.imagefra.me/df6i8hsy)
Warioland... Wanna enter? :evil1: Mandelbulb3Dv16{ O....Es....V1...w....2....EcjftkoxE3.HeVHx1SySzjFmAlH0Jctzvl/10CZxW/.7kKuVu82G/k ................................HYnyQn3Px.2........Y./..................y.2..... ................/ME//....6.90...70....E2.....caxON8IVIlD/..........c./...w1....U z.....kD1E../..........wz........................................y1...sD...../.. .w1...sDP46P/2x7VwX4TjYavww2zUhzCWzweMZjME31SkW6Hw9CilHqA776z.mO3eAO/GkD0UxNSiUV ovH6vYIa61Q.ze2BuPtSWAmD......Yp......................sD.2kz0................... ..............................MRS4.4qtN.kObb/UoRS4.srtN.sVbb/.FSS4.............. .....................Q4Kf0.U..6.P....A0...EF....U0...A0....F....8/...Y21...UJl2I ...U.0aZcv7M6/1eMg2cwX6dE16.0c..zrhe.cVoK/nl2xvjQvM93P58iz1...........U.8.UQgk0. IwUmc2beYz1RdA8E5Exwz0........../6U0.wzzz1................................E.0c.. zzzz.................................2U.8.kzzzD................................. /6U0.wzzz1...................................UTVR..y3q/.zz/k.1A..1Ak.szDsnwF.UDn 5/EzThdht0kaqa9.Qs5y3q/.sLM5..bTsLM5.UTVR..lyVTVR..y3q/.Mw5y3q/.sLM5.kqTsLM5.UTV R..kzVTVR..y3q/....y3q/.zz/k.1A.yz1yAT2.xzpaqa9................................. E....6....E.....I....2....kL6J4SVFZQVtqQaxaQh/.................................. ...................wz.........zj................................................ ................................................................................ .....................2.....3....4....2YEjVbJV7LSHBKMgJ4BY/...................... .Q...2..06U..........AnAnAnAnA.E........Uz1........wzUf53iSIsuuD........kz1..... ................................................................................ ................................} Title: Re: Quadray Sets Post by: Aexion on May 06, 2011, 01:51:25 PM Nice render Luca....but you miss the chesse..look at the formula again.. :D
Title: Re: Quadray Sets Post by: Kali on May 06, 2011, 03:24:12 PM Good work, Aexion
I think I recall this part from somewhere: Code: fabs(x)+fabs(y)+fabs(z)+fabs(w);//sqrt(x*x+y*y+z*z+w*w) (http://www.fractalforums.com/Smileys/default/rolleyes.gif) Title: Re: Quadray Sets Post by: Aexion on May 06, 2011, 03:54:43 PM Good work, Aexion I think I recall this part from somewhere: Code: fabs(x)+fabs(y)+fabs(z)+fabs(w);//sqrt(x*x+y*y+z*z+w*w) (http://www.fractalforums.com/Smileys/default/rolleyes.gif) Oh.. Welcome to the world of the Manhattan Distance: http://en.wikipedia.org/wiki/Taxicab_geometry :dink: Not always I follow Euclid :D (its the cause of the diamond like structures..) (hmm..tell me, have you used it in your latest formulaes?) Title: Re: Quadray Sets Post by: DarkBeam on May 06, 2011, 04:06:35 PM Nice render Luca....but you miss the chesse..look at the formula again.. :D Chesse? What is? :o And I would like to use that bailout too, it seems to be useful :-* but how? :-\ Title: Re: Quadray Sets Post by: Aexion on May 06, 2011, 04:12:21 PM Nice render Luca....but you miss the chesse..look at the formula again.. :D Chesse? What is? :o And I would like to use that bailout too, it seems to be useful :-* but how? :-\ the difference between this formula and the standard mandelbox is: Code: const float vm=fabs(x)+fabs(y)+fabs(z)+fabs(w);//here.. its the manhattan distance instead of the euclidean one.. Title: Re: Quadray Sets Post by: DarkBeam on May 06, 2011, 04:33:31 PM The problem is that I don't know how to control bailout, so this must be done by Jesse :sad1:
Title: Re: Quadray Sets Post by: Kali on May 06, 2011, 04:35:19 PM Good work, Aexion I think I recall this part from somewhere: Code: fabs(x)+fabs(y)+fabs(z)+fabs(w);//sqrt(x*x+y*y+z*z+w*w) (http://www.fractalforums.com/Smileys/default/rolleyes.gif) Oh.. Welcome to the world of the Manhattan Distance: http://en.wikipedia.org/wiki/Taxicab_geometry :dink: Not always I follow Euclid :D (its the cause of the diamond like structures..) (hmm..tell me, have you used it in your latest formulaes?) My mistake, I looked quickly and saw something else in the part where you take abs values, and then I tought you were diving by the magnitude, but it was a comment "//" :embarrass: Title: Re: Quadray Sets Post by: Aexion on May 06, 2011, 06:50:32 PM The problem is that I don't know how to control bailout, so this must be done by Jesse :sad1: Oh, its not a bailout (well..you can use that as a bailout!).. I have changed the original mandelbox ballfold for a 4D hexadecachoron (I know..the name sounds weird..but thats the 4D version of the octahedron). If you change that, the arches and domes will dissapear, being replaced by a crystalline structure. Title: Re: Quadray Sets Post by: DarkBeam on May 06, 2011, 07:07:13 PM This is wild! ;D Anyway, unable to modify Abox4D anyway, so we need the sacred holy power of Jesse! :dink: |