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Author Topic: ColourShock  (Read 589 times)
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Sabine
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« on: September 26, 2016, 11:49:16 PM »

ColourShock



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

Code:
#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

« Last Edit: September 26, 2016, 11:52:31 PM by sabine62 » Logged

sabine62.deviantart.com
3dickulus
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Posts: 1558



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« Reply #1 on: September 27, 2016, 05:53:31 AM »

Very nice vibrant colors  afro
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Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Sabine
Fractal Fertilizer
*****
Posts: 373



WWW
« Reply #2 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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