Logo by HPDZ - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Follow us on Twitter
 
*
Welcome, Guest. Please login or register. March 29, 2024, 12:34:43 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: 1 [2] 3 4 ... 7   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: Cross Menger!? Can anyone do this?  (Read 17515 times)
0 Members and 2 Guests are viewing this topic.
knighty
Fractal Iambus
***
Posts: 819


« Reply #15 on: June 25, 2016, 02:24:55 AM »

Well... no. The base shape (which is indeed a prism with an equilateral triangular base) have nothing to do with pre-transform. It is just a convex hull of the fractal. IMHO, you don't need to implement the base shape as an iteration.
You are right, there is a lot of room for optimization. for example:
Code:
float t = 2. * max(0., dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.)*0.5;
can be replaced by:
Code:
float t = max(0., dot(p.xy, vec2(-sqrt(3.)*0.5 , 0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.);

It seems you forgot a 2 factor in :
Code:
double dot = z.x * -sqr305 + z.y * 0.5;
it should be:
Code:
double dot = z.x * -sqr3 + z.y;
Logged
mclarekin
Fractal Senior
******
Posts: 1739



« Reply #16 on: June 25, 2016, 06:39:00 AM »

Probably in Mandelbulber V2.09 we will have it set up to make it easier to do maths outside the iteration loop.  But currently I have to use  a single iteration at the beginning inside the  loop. (.ie . if( i < 1). (but is currently set up for testing, so I temporary  itr start and itr stop parameters).

"It is just a convex hull of the fractal",  that is a good definition.

This is my optimisation path, and I still seem to end  up with the same line          double dot = z.x * -sqr305 + z.y * 0.5;h.mmm???
 I can not see a mistake (but that is a common thing for me, ie. 10minutes to code it "perfectly" , then several hours to find and fix the imperfections grin)

original
float t = 2. * max(0., dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.)*0.5;

optimised
float t = max(0.,  dot(p.xy,    vec2(-sqrt(3.) * 0.5,     0.5)) );
p.xy -= t*vec2(-sqrt(3.),1.); // same as Knighty's example

where dot part  = ( p.x  * -sqrt(3.) * 0.5) + (p.y * 0.5)

 code to c++
dot1 = (z.x * -sqr305)  + (z.y * 0.5); // sqr305 = constant sqr3 * 0.5
t = max( 0.0 , dot1);

z.x -= t * -sqr3;
z.y -= t;    //   or  z.y = z.y - t
//.............................................
//Next line is
//z.y = fabs(z.y) //
// optimise with previous line
//    becomes z.y = fabs(z.y - t).
//.........................................................

c++
dot1 = (z.x * -sqr305)  + (z.y * 0.5); // sqr305 = sqr3 * 0.5
t = max( 0.0 , dot1);
z.x -= t * -sqr3;
z.y = fabs(z.y – t); and these lines are also used  in CrossMengerTrick and  CrossMengerKIFS which I am finally starting to look at


* crossMgr drew9 hybrid 5.jpg (112.65 KB, 800x600 - viewed 447 times.)
Logged
mclarekin
Fractal Senior
******
Posts: 1739



« Reply #17 on: June 26, 2016, 02:56:03 AM »

I have a better understanding of  how this .frag  works now,  grin, (I was lacking some real basic programming knowledge.) So I feel embarrassed for a minute, then move on, LOL. 

This is the first time I have seen and understood how  a base shape can be used  afro, A whole new area of formulas that I have yet to explore. Will there ever be an end to this infinity of possibilities??



* crossMgr eel6 hybrid 99.jpg (172.79 KB, 800x800 - viewed 425 times.)
Logged
knighty
Fractal Iambus
***
Posts: 819


« Reply #18 on: June 26, 2016, 02:58:15 AM »

No!  grin
(the N in No stans for No) wink

BTW, you can get the KIFS version without coding in mandelbulber.
Code:
# Mandelbulber settings file
# version 2.07
# only modified parameters
[main_parameters]
aux_light_enabled_1 true;
aux_light_intensity_1 1,41254;
aux_light_position_1 5 -3 3;
camera 3,365672583055189 -3,804478575040412 2,714269048418577;
camera_distance_to_target 2,604907989501952;
camera_rotation 25,86963147804066 -31,02749091811327 -1,416340756589222e-13;
camera_top -0,2249033775581471 0,4637956897721983 0,8569200831534224;
formula_1 10;
keyframe_last_to_render 0;
main_light_intensity 1,07;
target 2,391708951148566 -1,795971013359245 1,371571073383262;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_scale 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]
Logged
mclarekin
Fractal Senior
******
Posts: 1739



« Reply #19 on: June 26, 2016, 03:16:05 AM »

Thanks I  will try that.

This formula/concept is so cool. Just testing the base shape for the few days has been a lot of fun, it works so well with many linear type formulas creating all sorts of new shapes for me.


* crossMgr eel8 hybrid 44.jpg (193.97 KB, 700x707 - viewed 446 times.)
Logged
mclarekin
Fractal Senior
******
Posts: 1739



« Reply #20 on: July 02, 2016, 02:53:22 AM »

Latest c++ version of the prism shape transform.  I have made one UI where the set up has transforms :- PrismShape, Benesi T1, Benesi T1 Mod, Menger Sponge (all have start/stop iterations controls.)
The prism shape has now got four internal parameters, when mixed with the other transform internal parameters, the possibilities appear to approximate infinity wink.






Code:
/**
 * Menger Prism Shape
 * from code by Knighty http://www.fractalforums.com/fragmentarium/cross-menger!-can-anyone-do-this/msg93972/#new
 */
void MengerPrismShapeIteration(CVector3 &z, int i, const cFractal *fractal)
{
  CVector3 gap = fractal->transformCommon.constantMultiplier000; // default 0,0,0
  double t;
  double temp;
  double sqr3 = SQRT_3;
  double sqr305 = 0.86602540378443864676372317075294;
  double dot1;

  if ( i >= fractal->transformCommon.startIterationsA // default 0.0
     && i < fractal->transformCommon.stopIterations1)// default 1.0
  {
    z.y = fabs(z.y);
    z.z = fabs(z.z);
    dot1 = (z.x * -sqr305 + z.y * 0.5) * fractal->transformCommon.scale; // default 1
    t = max(0.0, dot1);
    z.x -= t * -sqr3;
    z.y = fabs(z.y - t);

    if(z.y > z.z)
    {
      temp =z.y;
      z.y = z.z;
      z.z = temp;
    }
    z -= gap * CVector3( sqr305, 1.5, 1.5);
    // z was pos, now some points neg (ie neg shift)
    if(z.z > z.x)
    {
      temp =z.z;
      z.z = z.x;
      z.x = temp;
    }
    if(z.x < 0.0 )
    {
      z.x = z.x;
    }
    else
    {
      z.y = max(0.0, z.y);
      z.z = max(0.0, z.z);
    }
  }
}


* Mgr prism haab8 1200.jpg (213.66 KB, 855x664 - viewed 432 times.)
Logged
Buddhi
Fractal Iambus
***
Posts: 895



WWW
« Reply #21 on: July 04, 2016, 09:01:06 PM »

No!  grin
(the N in No stans for No) wink

BTW, you can get the KIFS version without coding in mandelbulber.
Code:
# Mandelbulber settings file
# version 2.07
# only modified parameters
[main_parameters]
aux_light_enabled_1 true;
aux_light_intensity_1 1,41254;
aux_light_position_1 5 -3 3;
camera 3,365672583055189 -3,804478575040412 2,714269048418577;
camera_distance_to_target 2,604907989501952;
camera_rotation 25,86963147804066 -31,02749091811327 -1,416340756589222e-13;
camera_top -0,2249033775581471 0,4637956897721983 0,8569200831534224;
formula_1 10;
keyframe_last_to_render 0;
main_light_intensity 1,07;
target 2,391708951148566 -1,795971013359245 1,371571073383262;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_scale 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

You are GENIUS! I have never mastered how to define all vectors intentionally. It is always mostly experimenting. I can write the software, but don't know how to use it  head batting
Logged

Buddhi
Fractal Iambus
***
Posts: 895



WWW
« Reply #22 on: July 04, 2016, 10:05:44 PM »

By the way, it's very nice starting point to get interesting shapes:

Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
aux_light_enabled_1 true;
aux_light_intensity_1 1,41254;
aux_light_position_1 5 -3 3;
basic_fog_color f100 f100 e500;
basic_fog_enabled true;
basic_fog_visibility 3,46737;
brightness 1,67;
camera -1,805545920848823 0,7293700491624603 -2,397988757052514;
camera_distance_to_target 0,006226014714202337;
camera_rotation -150,0427711170006 35,45873861972266 91,66986964501579;
camera_top -0,8575889311327257 -0,5137877264398242 -0,0237359928889756;
DE_thresh 7,4131e-07;
DOF_enabled true;
DOF_focus 0,002681433456018567;
DOF_radius 4,43;
flight_last_to_render 0;
fog_color_1 ff00 e200 0000;
fog_color_2 7e00 6700 2400;
fog_color_3 af00 a200 8a00;
formula_1 10;
gamma 0,74;
image_height 2160;
image_width 3840;
keyframe_last_to_render 0;
main_light_alpha -73,3;
main_light_beta 22,83;
main_light_intensity 1,07;
mat1_coloring_random_seed 133572;
mat1_coloring_saturation 0,14;
mat1_surface_color_palette 786b7b 3d3e2b 4d353a 62556e 4a333e f3e6f5 182110 877c97 424c48 ddcdc8;
raytraced_reflections true;
shadows_cone_angle 0,1;
target -1,803013551299897 0,7249762850259339 -2,394376943048206;
view_distance_max 27,84953095615215;
volumetric_fog_colour_1_distance 0,0001761009087797636;
volumetric_fog_colour_2_distance 0,0003522018175595273;
volumetric_fog_distance_factor 0,0003522018175595273;
volumetric_fog_enabled true;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation -32,9 0 90;
IFS_rotation_enabled true;
IFS_scale 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]



* IFS099.jpg (207.27 KB, 1280x720 - viewed 475 times.)
Logged

mclarekin
Fractal Senior
******
Posts: 1739



« Reply #23 on: July 05, 2016, 06:11:16 AM »

@ buddhi, I was impressed too!!!   

The prism shape is a lot of fun and has introduced another fast shape into the mix. I am thinking we could add this (and probably others to the presets on the kifs UI.)




* Mgr prism jas4a 32.jpg (226.41 KB, 800x800 - viewed 425 times.)
Logged
Crist-JRoger
Fractal Fertilizer
*****
Posts: 389



WWW
« Reply #24 on: July 05, 2016, 06:32:19 PM »

The prism shape is a lot of fun and has introduced another fast shape into the mix. I am thinking we could add this (and probably others to the presets on the kifs UI.)
Can you show on GLSL how you doing this?  embarrass
Logged

mclarekin
Fractal Senior
******
Posts: 1739



« Reply #25 on: July 05, 2016, 08:43:08 PM »

Here is an attempt smiley

It is essentially the first part of Knighty's code with the differences in yellow and used  generally as a  pre transform.  The simplest example is place it before a menger sponge and test out the gap and dotscale parameters. For the above image I placed it before the existing KIFS version that Knighty showed was already possible in Mandelbulber.


Code:
#info CrossMenger
#include "DE-Raytracer.frag"
#group CrossMenger
// Number of fractal iterations.
uniform int Iterations;  slider[0,3,100]
uniform vec3 Gap; slider[-1.,0.,1.]
uniform float dotscale; slider[0.,1.,5.]

uniform float Dot KIFS; checkbox[false]


float baseshape(vec3 p, float gap)

{
        p.yz=abs(p.yz);

        float t = 2.* max(0., dotscale * dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );

    p.xy -= t*vec2(-sqrt(3.),1.)*0.5;

        p.y=abs(p.y);



        if(p.y>p.z) p.yz=p.zy;

        p-=gap *vec3(0.5*sqrt(3.),1.5,1.5);



        if(p.z>p.x){p.xz=p.zx;}

        if(p.x<0.) return p.x;

        p.yz=max(vec2(0.),p.yz);

        return (p );
}

oops yellow hard to read

Code:
Code:
#info CrossMenger
#include "DE-Raytracer.frag"
#group CrossMenger
// Number of fractal iterations.
uniform int Iterations;  slider[0,3,100]
uniform vec3 Gap; slider[-1.,0.,1.]
uniform float dotscale; slider[0.,1.,5.]
uniform float Dot KIFS; checkbox[false]


float baseshape(vec3 p, float gap)

{
        p.yz=abs(p.yz);

        float t = 2.* max(0., dotscale * dot(p.xy, vec2(-sqrt(3.) * 0.5, 0.5)) );

p.xy -= t*vec2(-sqrt(3.),1.)*0.5;

        p.y=abs(p.y);



        if(p.y>p.z) p.yz=p.zy;

        p-=gap *vec3(0.5*sqrt(3.),1.5,1.5);



        if(p.z>p.x){p.xz=p.zx;}

        if(p.x<0.) return p.x;

        p.yz=max(vec2(0.),p.yz);

        return (p );
}
« Last Edit: July 05, 2016, 09:01:19 PM by mclarekin, Reason: non-yellow version » Logged
Max Sinister
Conqueror
*******
Posts: 114


« Reply #26 on: July 05, 2016, 11:15:36 PM »

Very nice. I may have to get this software one day.
Logged

mclarekin
Fractal Senior
******
Posts: 1739



« Reply #27 on: July 06, 2016, 06:05:39 AM »

Quote
Can you show on GLSL how you doing this?  embarrass

This is what the default settings should give you if you run Prism Shape for one iteration, followed by a standard Menger Sponge for the remaining iterations.

The dotscale simply flattens the shape  i.e a house with roof shape.

With the Gap x,y,z controls you get some cool shapes  with symmetric gap vect3 like (0.5, -0.5,  0.0)

In Mandelbulber I have iteration controls  so I can place the Prism Shape Transform  at "say" iteration number 2 , or iterations 2 & 3.

If you can get this to work I can do some more  GLSL-ish code for the other transforms that work well together with the prism base shape.




* Prism Menger.jpg (201.75 KB, 700x700 - viewed 454 times.)
Logged
mclarekin
Fractal Senior
******
Posts: 1739



« Reply #28 on: July 06, 2016, 06:46:54 AM »

This is what gap vect3 (0.5, -0.5, 0.0) should look like smiley


* Prism Menger 0.5 -0.5 0.0.jpg (176.44 KB, 640x640 - viewed 414 times.)
Logged
knighty
Fractal Iambus
***
Posts: 819


« Reply #29 on: July 12, 2016, 12:12:47 AM »

It is not that difficult to do KIFS. It requires some work though and a lot of sketches (and maybe a 3D CAD software). It is better to begin with 2D objects. The first one I did was a 2D Sierpinski triangle smiley

One have to:
- Identify scale center and value.
- Identify the folding lines/planes and their order: These are visible as the object is symmetric.

Here is the settings for the KIFS version of the crossMenger with 3 iterations (can be changed). The second KIFS formula is for the prism:
Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion 5;
ambient_occlusion_enabled true;
ambient_occlusion_mode 1;
bailout 208,93;
camera -0,5069504723639101 -3,94725606567745 2,514460444670165;
camera_distance_to_target 3,766618844714503;
camera_rotation -7,318497517213343 -32,28573138251144 -1,391989634809267e-13;
camera_top 0,06804156545685146 0,529790377184933 0,8453948791023207;
check_for_bailout_1 false;
delta_DE_function 1;
detail_level 2;
file_lightmap C:\Documents and Settings\Administrateur\Mes documents\Téléchargements\mandelbulber2-win32-2.08-1\textures\background4.jpg;
flight_last_to_render 0;
formula_1 71;
formula_2 10;
formula_3 10;
formula_iterations_2 3;
formula_material_id 3;
formula_stop_iteration_3 100;
fractal_enable_1 false;
glow_enabled false;
hybrid_fractal_enable true;
image_height 480;
image_width 640;
keyframe_last_to_render 0;
mat1_is_defined true;
mat2_fresnel_reflectance true;
mat2_is_defined true;
mat2_name gold;
mat2_reflectance 0,72;
mat2_specular 5;
mat2_specular_color ff00 e100 3400;
mat2_specular_width 0,215;
mat2_surface_color ff00 cc00 1000;
mat2_transparency_index_of_refraction 10;
mat2_use_colors_from_palette false;
mat3_is_defined true;
mat3_name red plastic;
mat3_specular 1,08;
mat3_specular_width 0,343;
mat3_surface_color a700 1300 1300;
mat3_transparency_index_of_refraction 1,37;
mat3_use_colors_from_palette false;
mat4_is_defined true;
mat4_name white plastic;
mat4_surface_color 6f00 6f00 6f00;
mat4_use_colors_from_palette false;
N 98;
penetrating_lights false;
primitive_plane_1_enabled true;
primitive_plane_1_material_id 4;
primitive_plane_1_position 0 0 -1,5;
repeat_from 3;
SSAO_random_mode true;
target -0,1013214770768532 -0,788916939183583 0,5025517485314003;
use_default_bailout false;
volumetric_fog_colour_1_distance 0,7849368203977499;
volumetric_fog_colour_2_distance 1,5698736407955;
volumetric_fog_distance_factor 1,5698736407955;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
transf_constant_multiplier_441 3 3 3;
transf_rotation 60 0 80,2;
transf_scale -1;
[fractal_2]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
[fractal_3]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0,5 0,866 0;
IFS_distance_2 0,43;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_offset 0,866 1,5 1,5;
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

And this one with a "reduced" prism. I have just scaled down (in the second KIFS) the "vector offset" and the "dist" of the #3 folding vector:
Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion 0,27;
ambient_occlusion_enabled true;
ambient_occlusion_mode 0;
bailout 208,93;
camera -0,5069504723639101 -3,94725606567745 2,514460444670165;
camera_distance_to_target 3,766618844714503;
camera_rotation -7,318497517213343 -32,28573138251144 -1,391989634809267e-13;
camera_top 0,06804156545685146 0,529790377184933 0,8453948791023207;
check_for_bailout_1 false;
delta_DE_function 1;
detail_level 2;
file_lightmap C:\Documents and Settings\Administrateur\Mes documents\Téléchargements\mandelbulber2-win32-2.08-1\textures\background4.jpg;
flight_last_to_render 0;
formula_1 71;
formula_2 10;
formula_3 10;
formula_iterations_2 3;
formula_material_id 3;
formula_stop_iteration_3 100;
fractal_enable_1 false;
glow_enabled false;
hybrid_fractal_enable true;
image_height 480;
image_width 640;
keyframe_last_to_render 0;
mat1_is_defined true;
mat2_fresnel_reflectance true;
mat2_is_defined true;
mat2_name gold;
mat2_reflectance 0,72;
mat2_specular 5;
mat2_specular_color ff00 e100 3400;
mat2_specular_width 0,215;
mat2_surface_color ff00 cc00 1000;
mat2_transparency_index_of_refraction 10;
mat2_use_colors_from_palette false;
mat3_is_defined true;
mat3_name red plastic;
mat3_specular 1,08;
mat3_specular_width 0,343;
mat3_surface_color a700 1300 1300;
mat3_transparency_index_of_refraction 1,37;
mat3_use_colors_from_palette false;
mat4_is_defined true;
mat4_name white plastic;
mat4_surface_color 6f00 6f00 6f00;
mat4_use_colors_from_palette false;
N 98;
penetrating_lights false;
primitive_plane_1_enabled true;
primitive_plane_1_material_id 4;
primitive_plane_1_position 0 0 -1,5;
repeat_from 3;
SSAO_random_mode true;
target -0,1013214770768532 -0,788916939183583 0,5025517485314003;
use_default_bailout false;
volumetric_fog_colour_1_distance 0,7849368203977499;
volumetric_fog_colour_2_distance 1,5698736407955;
volumetric_fog_distance_factor 1,5698736407955;
[fractal_1]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
transf_constant_multiplier_441 3 3 3;
transf_rotation 60 0 80,2;
transf_scale -1;
[fractal_2]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0 -0,707 0,707;
IFS_direction_3 0 1 0;
IFS_distance_3 0,5;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_enabled_3 true;
IFS_offset 0,866 1,5 1,5;
IFS_rotation 38,35 0 0;
IFS_scale 3;
power 8;
[fractal_3]
IFS_abs_y true;
IFS_abs_z true;
IFS_direction_0 0,866 -0,5 0;
IFS_direction_1 0 1 0;
IFS_direction_2 0,5 0,866 0;
IFS_distance_2 0,34;
IFS_enabled_0 true;
IFS_enabled_1 true;
IFS_enabled_2 true;
IFS_offset 0,6929999999999999 1,2 1,2;
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]
Logged
Pages: 1 [2] 3 4 ... 7   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
cross 2D Art ramblerette 0 1461 Last post March 29, 2009, 02:28:49 PM
by ramblerette
At the Cross Images Showcase (Rate My Fractal) John Smith 0 1105 Last post June 10, 2012, 10:43:53 PM
by John Smith
Cross JWildfire Gallery thargor6 1 805 Last post December 06, 2012, 04:04:30 AM
by Pauldelbrot
3D Printed Cross Sections of the Menger Sponge Format, Printing & Post Production tit_toinou 6 4561 Last post April 29, 2013, 03:35:56 PM
by cKleinhuis
Cross Mandelbulb3D Gallery MichaelWGioffredi 0 849 Last post April 22, 2015, 11:33:06 AM
by MichaelWGioffredi

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.159 seconds with 25 queries. (Pretty URLs adds 0.008s, 2q)