UPDATE: For those of you who used the old formulas from this thread, I changed the names in this formula update. Parameter files that you created using the old formula names will not work with the new formula names. You can copy the parameters manually by having both formula names in your M3Formulas directory (folder).
BT1Pine Pine 1. The main formula, without bells and whistles. It's transform 1 then a pine tree Mandelbulb.
BT1Pinegon Same as above, allows rotations and polygonal transforms in between transform 1 and the pine tree Mandelbulb. Rotations are before the circle to polygon transform. If you want to try it in a different order... I'll explain below.
BT1Pinehedron Similar to the Pinegon, it applies the polyhedral transform after T1 and the rotations, instead of the polygonal tranform.
BT2Pine Pine 2. Transform 2 then a pine tree Mandelbulb. Combined so you don't have to use 2 formula slots. Actually, you can use just transform2, instead of transform 2 and the pine tree Mandelbulb (this combined formula) but it's a bit different (of course!).
BPine_only Just the Pine Tree Mandelbulb z^2. Pretty plain. I use BT1_Transform1, then other transforms, then this with only the x pixel component added in.
_BPolygonFromCircle I'm going to update its functionality at some point. For now, it transforms circles centered on the x axis into polygons. I'm thinking about putting a rotation (and possibly translation) in all of the geometric space transforms, so that the axis the transform is completed around can be changed (so you can transform stuff around the y or z axes, or any arbitrary axis (vector)).
_BPolygonToCircle This transforms regular polygons centered on the x axis with the midpoint of one face on the + y axis into circles. It reverses the above transform.
_BPolyhedronFromSphere Transforms a sphere into a polyhedron. The only regular polyhedron created is a cube, the tetrahedron is stretched along the x-axis (compared to a regular tetrahedron), and the simple way this formula works doesn't allow for multiple face shapes to be generated specifically for the other Platonic solids.
_BPolyhedronToSphere Inverse of the above transform. Makes a polyhedron into a sphere. Works with the Menger to make it into a sphere (if you use it correctly) because the Menger is a cube. If you want to change the shape of a Menger into another polyhedron, do the above transform, followed by this one (with sides and sides2 both equal to 4), then the Menger (click "repeat from here" in the Menger formula tab).
_BStellahedronFromSphere Stellated polyhedrons from sphere. Still some work to be done, but it works nice with the BT1Pine, sides=6 , sides2=6, angle1~.9, angle2 ~???.
_BRotateFromMag Rotate the whole coordinate system from the (-1,-1,-1) to (1,1,1) axis, to the x axis (-1,0,0) to (1,0,0).
_BRotateToMag The inverse of the above formula. Use these formulas if you want to try doing something around the mag axis, and then want to apply it to the pine tree Mandelbulb (BPine_only). So.. rotate to mag, do your stuff, rotate from mag, pine tree Mandelbulb (BPine_only).
_BSkewXmaxV1 This adds to or subtracts from the x component in various ways, based on various things, to distort the T1 pine tree Mandelbulb fractal types in nice ways. This formula is not complete, and if I don't get distracted, there will be an update with altered parameters which will be named V2 or V1.1 depending on what I change.
_BT1_Transform1. Rotate from x axis (-1,0,0) to (1,0,0), to magnitude axis (-1,-1,-1) to (1,1,1). Take absolute value. Rotate back. Multiply by scale, subtract offset from x. Try this by itself, and Luca's switch YZ, if you want to see an asteroid. Mix it with Mandelbulb or other formulas. I'll have to add a BJustCoordinates.m3f so you can make a fractal out of just this transform- Mandelbulb 3D won't let you use just transforms to make an object, so if we make a "JustCoordinates" main formula, we'll be able to make things out of just the "transforms"....
_BT1_4D_clampXYZ 4 dimensional transform 1 which preserves the magnitude of x,y, and z so it doesn't introduce as much distortion to 3d fractals.
_BT1_4D_Transform1 4d transform 1.
_BT2_Transform2 makes the fractal "hollow", and gives you lots of neat little connected areas, and what not.
_BT3_Transform3 Similar to t3, a bit less continuous.
_BT4_Transform4 Similar to both the above.
Old formulas.rar has the old formula names, if you need them for some reason.