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Author Topic: pipes  (Read 2438 times)
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visual.bermarte
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Posts: 355



« on: August 26, 2012, 11:56:24 AM »

 smiley octa defined using length(primitive) ...here primitive is a prism  tease made using fragmentarium




« Last Edit: August 26, 2012, 12:09:15 PM by visual.bermarte » Logged
visual.bermarte
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Posts: 355



« Reply #1 on: October 03, 2012, 11:26:57 PM »

fragmentarium: Brute-Raytracer(mandelbox)>thanx 2 Syntopia  afro




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visual.bermarte
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Posts: 355



« Reply #2 on: October 28, 2012, 05:36:15 PM »

icosabox::1 iter icosa and 9 iter. of amazing box // fragmentarium // hybrid similar to Mandelbulb3D
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visual.bermarte
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Posts: 355



« Reply #3 on: October 29, 2012, 01:51:07 PM »

An icosamengerbox.

zooming to the center (better saying 'moving to the center'?)
« Last Edit: October 29, 2012, 02:13:12 PM by visual.bermarte » Logged
visual.bermarte
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Posts: 355



« Reply #4 on: October 29, 2012, 05:54:39 PM »

icosa menger box bulb  smiley .. maybe I can add another one




icosa pseudokleinian box  undecided
« Last Edit: October 29, 2012, 10:01:50 PM by visual.bermarte, Reason: zzz » Logged
visual.bermarte
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Posts: 355



« Reply #5 on: November 13, 2012, 03:08:20 PM »

sine function fractal: y - cos(sqrt(x*x + z*z)*5*pi)*0.08 from http://www.f-lohmueller.de/pov_tut/all_shapes/shapes920e.htm
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visual.bermarte
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Posts: 355



« Reply #6 on: November 13, 2012, 09:15:14 PM »

Po-mo-do-ro from http://glsl.heroku.com/e#4800.0

Code:
#include "DE-Raytracer.frag"

uniform float timet; slider[0,0.1,30]

float sphere(vec3 p)
{
return length(p)-5.;
}

float displacement(vec3 p)
{
return sin(p.x)*sin(p.y)*sin(p.z);
}

float opDisplace( vec3 p )
{
float d1 = sphere(p);
vec3 s = p+timet;
// mercury ftw
     float d2 = displacement(s);
d2 += displacement(s*2.117+timet)/2.117;
d2 += displacement(p*4.7)/4.7;
d2 += displacement(s*8.13)/8.13;
d2 += displacement(s*17.33)/17.33;
d2 += displacement(s*39.21)/39.21;
     return max(d1,-(d2/6.0));
}

float  DE(vec3 p) {
   float ob= opDisplace(p);
   return ob;
}




#preset Pomodoro
FOV = 2
Eye = -3.30257,-0.660253,4.58817
Target = 5.37355,1.83547,-6.99598
Up = -0.776986,-0.0140659,-0.623169
AntiAlias = 1
Detail = -2.3
DetailAO = -0.5
FudgeFactor = 1
MaxRaySteps = 374
BoundingSphere = 18.868
Dither = 0.33333
NormalBackStep = 1
AO = 0,0,0,0.65432
Specular = 2.1519
SpecularExp = 12.727
SpotLight = 1,1,1,0.76471
SpotLightDir = 0.1,0.1
CamLight = 1,1,1,1.11538
CamLightMin = 0.13636
Glow = 1,1,1,0.0137
GlowMax = 52
Fog = 0
HardShadow = 0
ShadowSoft = 2
Reflection = 0
BaseColor = 1,1,1
OrbitStrength = 0
X = 0.5,0.6,0.6,0.7
Y = 1,0.6,0,0.4
Z = 0.8,0.78,1,0.5
R = 0.4,0.7,1,0.12
BackgroundColor = 0.6,0.6,0.45
GradientBackground = 0.3
CycleColors = false
Cycles = 1.1
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
timet = 6.1062
#endpreset
« Last Edit: November 14, 2012, 02:52:44 AM by visual.bermarte » Logged
matsoljare
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« Reply #7 on: November 13, 2012, 09:16:01 PM »

The sine function looks interesting, got a zoom out?
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visual.bermarte
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Posts: 355



« Reply #8 on: November 13, 2012, 11:48:15 PM »

Quote
The sine function looks interesting, got a zoom out?
« Last Edit: November 13, 2012, 11:50:26 PM by visual.bermarte » Logged
visual.bermarte
Fractal Fertilizer
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Posts: 355



« Reply #9 on: December 27, 2012, 01:26:01 AM »









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visual.bermarte
Fractal Fertilizer
*****
Posts: 355



« Reply #10 on: January 09, 2013, 02:40:25 PM »

Code:
uniform float r2; slider[0.,5.,20.]
uniform float r3; slider[0.,5.,20.]
...

float grid(in vec3 p)
{
    //thanks to Furan and Dark-Beam
    float obj=0.25+2*pow(p.z,2)+(0.25*(cos(4*p.y)+cos(2*sqrt(3)*p.x-2*p.y)+cos(2*sqrt(3)*p.x+2*p.y))+0.03* (cos(4*sqrt(3)*p.x)+cos(6*p.y-2*sqrt(3)*p.x)+cos(6*p.y+2*sqrt(3)*p.x)));
    return obj;
}
float  DE(in vec3 p) {
    vec3 bend;
    bend.x= p.x;
    bend.y=p.y;
    //http://www.pouet.scene.org/topic.php?which=7931&page=1
    bend.z= length(vec2(length(p.xz) - r2,p.y)) -r3;//torus
    //bend.z=sqrt(p.y*p.y+p.z*p.z)-r3;//column
    //bend.z=sqrt(p.x*p.x+p.y*p.y+p.z*p.z)-r3;//sphere
    //bend.z= max(abs(p.x) - 0.5 * r2, length(p.yz) - r3);//cylinder
    //cube etc.
    return grid(bend);
}




(RenderMonkey: thanks Knighty)

grid could be also a fractal..
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knighty
Fractal Iambus
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Posts: 819


« Reply #11 on: January 09, 2013, 04:14:28 PM »

Niiice!!  sweet music
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visual.bermarte
Fractal Fertilizer
*****
Posts: 355



« Reply #12 on: February 15, 2013, 05:31:44 PM »

 embarrass Thank you! to celebrate I will post here a mengerbox made with framentarium. grin

frag.grid is here > http://goo.gl/aXARo
and here we have some pipes!  smiley  thanx 2 Paulo Falcão and 2 Furan
<a href="http://fc00.deviantart.net/fs71/f/2013/042/f/d/output_by_bermarte-d5ukwr1.swf" target="_blank">http://fc00.deviantart.net/fs71/f/2013/042/f/d/output_by_bermarte-d5ukwr1.swf</a>
*flash file is made using Ffmpeg:
ffmpeg -i input.avi -b:v 5000k -vcodec flv output.swf
Code:
//basic pipes
//http://glsl.heroku.com/e#6132.3
float map( vec3 p ){
p.x+=sin(p.z*4.0+time*4.0)*0.1*cos(time*0.1);
p = mod(p,vec3(1.0, 1.0, 1.0))-0.5;
return length(p.xy)-.1;
}

float DE(vec3 p){
return map(p);
}
« Last Edit: February 15, 2013, 05:50:37 PM by visual.bermarte » Logged
Furan
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« Reply #13 on: February 15, 2013, 07:45:31 PM »

Awesome  smiley
Where did you come up with the hex grid, K3DSurf forum?
I've just updated it based on your previous entry. Hex Grid Torus with constant grid ratio:
Code:
Transformation to local orthogonal system with distortion (usable to any other repeating pattern on this toroid)
x1=atan2(y,x)*8
y1=(atan2(z,(sqrt(x^2+y^2)-2)))*8/sqrt(x^2+y^2)
z1=((sqrt(x^2+y^2)-2)^2+z^2-1)*4/sqrt(x^2+y^2)

Good old hexagonal grid:
F=0.25+2*z1^2+(0.25*(cos(4*y1)+cos(2*sqrt(3)*x1-2*y1)+cos(2*sqrt(3)*x1+2*y1))+0.03*(cos(4*sqrt(3)*x1)+cos(6*y1-2*sqrt(3)*x1)+cos(6*y1+2*sqrt(3)*x1))) = 0
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visual.bermarte
Fractal Fertilizer
*****
Posts: 355



« Reply #14 on: February 17, 2013, 01:14:20 PM »

Quote
Where did you come up with the hex grid, K3DSurf forum?
I've just updated it based on your previous entry.
grin yeah-it's Crysis! thank you so much Furan: I like it much more now  afro
« Last Edit: April 18, 2013, 12:53:21 PM by visual.bermarte, Reason: DA links are so broken » Logged
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