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Author Topic: decimated quaternion  (Read 1101 times)
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alij
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« on: September 12, 2013, 09:21:49 PM »

decimated quaternion



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=14838

Experimenting with Quasz quaternion export.
Not really pushing any boundaries with this - but with more exploration of quaternions will find some more interesting shapes.

Quasz, Blender,  and Saturn and Titan for fractal texture map.
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Nahee_Enterprises
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« Reply #1 on: September 13, 2013, 05:02:25 AM »

    decimated quaternion
         http://www.fractalforums.com/index.php?action=gallery;sa=view;id=14838
    Experimenting with Quasz quaternion export.
    Not really pushing any boundaries with this - but with more exploration of quaternions will find some more interesting shapes.
    Quasz, Blender,  and Saturn and Titan for fractal texture map.

There are many possibilities with QuaSZ when looking for interesting shapes.  I have a small collection of my own at:
    http://www.nahee.com/Fractals/QuaSZ/index.html
 
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alij
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« Reply #2 on: September 13, 2013, 08:11:01 PM »

Thanks you have some great work plus a good overview of the possible quaternion variations using Quasz
I see you have exported some .obj meshes into Bryce.

Quite hard to get a smooth mesh to output so I'm trying to take advantage of the roughness of the meshes. Some of the quaternion shapes remind me of Henry Moore's sculptures. Exporting a mesh from Quasz and reducing the polygon count produces some interesting chunky shapes.

Just started on rendering Quaternions with Pov Ray using http://paulbourke.net/fractals/quatjulia/ scene file as a starting point.

I found some documentation for the Julia Fractal Pov Ray syntax which has been useful
http://www.math.technion.ac.il/Site/computing/docs/povray/pov243.html
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Nahee_Enterprises
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« Reply #3 on: September 14, 2013, 05:56:14 AM »

    Thanks you have some great work plus a good overview of the possible quaternion variations using Quasz
    I see you have exported some .obj meshes into Bryce.

I started using QuaSZ just after it was first made public back around 2000/2001 (cannot remember the exact date anymore).  Went through all of the built-in formulas trying them out, and that took quite awhile because there were so many.  Then started plugging in some hand-written formulas to see how they would come out.  So many possibilities!!!    cheesy

And yes, played around exporting several creations into the various 3-D file formats that QuaSZ supports, just to test each one out.  I was using Bryce quite a bit back then, before I acquired Vue and some other better 3-D applications.  Had fun coming up with different settings for those objects.

    Quite hard to get a smooth mesh to output so I'm trying to take advantage of the roughness of the meshes.
    Some of the quaternion shapes remind me of Henry Moore's sculptures.  Exporting a mesh from Quasz and
    reducing the polygon count produces some interesting chunky shapes.

I have found the same problem with several fractal related rendering applications.  Most of them produce a very large polygon count, and usually have "floating" pieces around the main object, so it becomes difficult to adequately import and work with such 3-D files.  It takes some practice with all of these fractal programs to get really good 3-D objects for exporting.

    Just started on rendering Quaternions with Pov Ray using  http://paulbourke.net/fractals/quatjulia/  scene file as a starting point.

    I found some documentation for the Julia Fractal Pov Ray syntax which has been useful
         http://www.math.technion.ac.il/Site/computing/docs/povray/pov243.html

These are both good resources for working with POV-Ray.  Paul Bourke started working with it quite sometime ago, and has produced some very fine renderings.    cheesy
 
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alij
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« Reply #4 on: September 14, 2013, 02:21:05 PM »

Hi I bought Quasz along with several other fractal programs by the author back 2004 ish.
One of the very few pieces of software I have purchased.

I will keep on with different methods of mesh export and manipulation aiming not to loose the nuances
of the shapes. Of course Rendering within Quasz can produce quality images without any fuss :-)



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