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Author Topic: On the Curve  (Read 1203 times)
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Tim Emit
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« on: December 08, 2016, 08:09:04 PM »

On the Curve



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=19833

If anyone is interested I have been trying to clean out my 2016 backlog of experiments and images onto my facebook page so if you use it then feel free to check out the heaps of stuff on there and as ever ask for any params you like the look of . www.facebook.com/timemit-393093930773750

// Output generated from file: C:/Users/USER/Desktop/Fragmentarium/Examples/Knighty Collection/PseudoKleinian_4D_Quaternion_Julia.frag
// Created: Wed Nov 23 19:51:21 2016
#info Knighty's Pseudo Kleinian (Scale 1 JuliaBox + Something)
#info Modified by Crist-JRoger 4D Quaternion Julia
#info http://www.fractalforums.com/fragmentarium/fragmentarium-an-ide-for-exploring-3d-fractals-and-other-systems-on-the-gpu/msg81393/#msg81393
#include "MathUtils.frag"
#include "DE-Kn2cr11.frag"

#group 4D Quaternion Julia

uniform int jIterations;  slider[0,16,100]
uniform float jThreshold; slider[0,10,100]
uniform vec4 jC; slider[(-1,-1,-1,-1),(0.18,0.88,0.24,0.16),(1,1,1,1)]
float DE1(vec3 pos) {
   vec4 p = vec4(pos, 0.0);
   vec4 dp = vec4(1.0, 0.0,0.0,0.0);
   for (int i = 0; i < jIterations; i++) {
      dp = 2.0* vec4(p.x*dp.x-dot(p.yzw, dp.yzw), p.x*dp.yzw+dp.x*p.yzw+cross(p.yzw, dp.yzw));
      p = vec4(p.x*p.x-dot(p.yzw, p.yzw), vec3(2.0*p.x*p.yzw)) + jC;
      float p2 = dot(p,p);
      orbitTrap = min(orbitTrap, abs(vec4(p.xyz,p2)));
      if (p2 > jThreshold) break;
   }
   float r = length(p);
   return  0.5 * r * log(r) / length(dp);
}


#group PseudoKleinian

#define USE_INF_NORM

uniform int MI; slider[0,25,100]

// Bailout
//uniform float Bailout; slider[0,20,1000]

uniform float Size; slider[0,1,4]
uniform vec3 CSize; slider[(0,0,0),(1,1,1),(4,4,4)]
uniform vec3 C; slider[(-4,-4,-4),(0,0,0),(4,4,4)]
uniform float TThickness; slider[0,0.01,2]
uniform float DEoffset; slider[0,0,0.01]
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 maxcomp(vec3 a) {
   return     max(a.x,max(a.y,a.z));
}

float sdToBox( vec3 p, vec3 b )
{
  vec3  di = abs(p) - b;
  float mc = maxcomp(di);
  return min(mc,length(max(di,0.0)));
}

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)*DE1(p))/DEfactor-DEoffset);
}

float DE(vec3 p){
   return  Thing2(p);//RoundBox(p, CSize, Offset);
}

#preset OntheCurve
FOV = 0.7201087
Eye = -2.556512,-18.73893,-8.636192
Target = -3.839587,-16.37893,-14.67872
Up = -0.2597066,0.245291,0.1509486
Gamma = 0.8654
ToneMapping = 5
Exposure = 1.344033
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Detail = -3.68141
FudgeFactor = 0.4297812
Dither = 0.0469289
NormalBackStep = 4.379928 NotLocked
CamLight = 0.760784,0.870588,1,0.0282486
BaseColor = 1,1,1
OrbitStrength = 0.9817672
X = 0.5,0.6,0.6,0.4896552
Y = 1,0.6,0,0.497931
Z = 0.8,0.78,1,0.7806897
R = 0.4,0.7,1,0.2822636
BackgroundColor = 0.7803922,0.5568627,0.2980392
GradientBackground = 0.3727599
CycleColors = true
Cycles = 5.057251
EnableFloor = false NotLocked
FloorNormal = 0,0,1
FloorHeight = 0
FloorColor = 1,1,1
FocalPlane = 8.875221
Aperture = 0
InFocusAWidth = 0.9629893
ApertureNbrSides = 7
ApertureRot = 0
ApStarShaped = false
Bloom = false
BloomIntensity = 0.7761194
BloomPow = 1.425562
MaxRaySteps = 2000
MaxDistance = 20
Specular = 0.1626465
SpecularExp = 16
Reflection = 0.7803922,0.9803922,1
ReflectionsNumber = 2
SpotGlow = true
SpotLight = 1,0.8313725,0.4941176,5.756272
LightPos = 2.030812,-0.1960784,1.162465
LightSize = 0.0800836
LightFallOff = 0
LightGlowRad = 0.6193698
LightGlowExp = 1
HardShadow = 0.4431898
ShadowSoft = 0
HF_Fallof = 0.0696016
HF_Const = 0.0145329
HF_Intensity = 0.0412587
HF_Dir = 0,-0.4010989,1
HF_Offset = 3.170391
HF_Color = 0.7960784,1,0.9960784,1.220339
HF_Scatter = 0
HF_Anisotropy = 0,0,0
HF_FogIter = 1
HF_CastShadow = false
CloudScale = 1
CloudTops = 1
CloudBase = -1
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
CloudColor = 0.65,0.68,0.7
SunLightColor = 0.7,0.5,0.3
UpLock = false
DofCorrect = false
BloomTaps = 19
BloomStrong = 5.37323
RefineSteps = 15
DetailAO = -0.0532503
coneApertureAO = 0.5
maxIterAO = 20
FudgeAO = 1
AO_ambient = 1.979065
AO_camlight = 1.76257
AO_pointlight = 1.964962
AoCorrect = 0.8745669
AmbiantLight = 1,1,1,0.4592275
ShadowBlur = 0.6019691
perf = false
SSS = true
sss1 = 0.4516129
sss2 = 0.5
EnCloudsDir = false
Clouds_Dir = 0,0,1
CloudFlatness = 0
CloudColor2 = 0.07,0.17,0.24
Cloudvar1 = 0.99
Cloudvar2 = 1
CloudIter = 5
CloudBgMix = 1
jIterations = 2
jThreshold = 9.72028
jC = -0.8064953,0.4465494,-0.4221922,-0.3585927
MI = 99
Size = 0.4453496
CSize = 0.3765348,0.4448175,0.3627622
C = -0.4942606,1.088454,-1.671843
TThickness = 0
DEoffset = 0
Offset = -0.5374056,-1,-0.3919012
#endpreset


« Last Edit: December 08, 2016, 08:17:32 PM by Tim Emit » Logged
3dickulus
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Posts: 1558



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« Reply #1 on: December 09, 2016, 04:23:44 AM »

very intricate, lots to explore there smiley

I'm going to put together an "Action Pack" as something for people to play with, it will be a zip file that has a .frag and all of the presets included as thumb.pngs made with Render->Save Screen Shot so you can drag and drop a thumbnail onto the render area and it will read the settings used to create it, Render->Save Screen Shot saves the current settings in the png wink

I'll post it on DA soon  A Beer Cup
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Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Tim Emit
Conqueror
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Posts: 111



https://www.facebook.com/
WWW
« Reply #2 on: December 09, 2016, 09:49:32 AM »

cheers Dick smiley .. .. that sounds great ... look forward to testing it out cheesy
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3dickulus
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« Reply #3 on: December 11, 2016, 10:30:27 PM »

done! http://sta.sh/09uapj9flnq
Nothing fancy, just a frag and a bunch of png thumbs, not intended as finished works, just something to play with wink
Logged

Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Tim Emit
Conqueror
*******
Posts: 111



https://www.facebook.com/
WWW
« Reply #4 on: December 15, 2016, 07:53:41 PM »

thanks.works nicely . I get a few errors on load..could not find: anything relating to flare . will have a play this evening if I can : )
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3dickulus
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« Reply #5 on: December 16, 2016, 03:37:26 AM »

ahh... that would be http://www.fractalforums.com/fragmentarium/adding-to-the-buffershader/msg93234/#msg93234 a "pseudo" lens flare applied in the buffershader frag, the more mathematically inclined might be able to tweak it for a more realistic effect, it was just meant as an example of how to add something to the buffershader... the raytracer and the buffershader are 2 separate programs, the raytracer has been brought to near maximum size with all of the features but the buffershader has a lot of room for coding after effects.
Logged

Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
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