*Older posts here; http://www.fractalforums.com/index.php?topic=5656.msg27691#msg27691***IMPORTANT. HOW TO USE TRANSFORMS AS PRE-TRANSFORMS**Jesse revealed me this trick that I didn't know. It is really really useful if you like to use transformations as pre-transformations.

It is fundamental. Why?

For example,

**the inversion of an inversion returns tre undeformed pixel** ... So you will

**never** want to do inversions more than once.

Apply the same Mobius transform twice will give another Mobius transform, but it is unwanted! This will cause a slowdown of the computation for nothing. (Note that I said "the same". Mobius conditional transforms are a completely different thing

)

The same applies for every possible coordinate transform (

*except for coord - scaling- inverse coord sequence that can give interesting effects, a "particular case"*).

**In this mode you can do (for example) a Mobius transformation only once. This will reduce a lot the DE disturbing effect, keeping the deformation effect at 100% of its strength.**It is easy as drink water. Put the transform, or all the sequence of wanted transforms, at FIRST. Then put every formula that you like, after all the transforms.

Now, go to the first formula (for example it's in tab named "Fo.2"). Check "Repeat from here".

This allows you to calculate every

**IFS or Julia** fractal in transformed coordinate mode.

To do the same with Mset fractals, you need a complete coordinate inversion. For now only "SphereInvC" is a complete coordinate inversion. Expect more soon.

Example of a Julia set deformed by a loxodromic Mobius transform

Mandelbulb3Dv16{

M.....S....O/...w....2....kh.mHjS7KxzarR6dqU6N1EBs.wGK6qNzvdV3MZ2r3szidJ63iGubyD

................................2akZSXdnxz1........A./..................y.2.....

................/ME//....6.e3...91....E2.....2qXM9bwBCqD/..........c./...w1/BnAH

y.EnAnYD..../2UaNaNaNaNmzAnAnAnAnAyD..................................sD...../..

.wHnAnYDw38Bl7TXXx13sfny1v64vuO4f.nr2.djiDF.DthDuq9TVGHQmrsMzkU2Hvmr2.djXNloiwB/

EunZHg0ATH.YyQtgEyawBCqD......Yv......................sD.2kz0...................

.............................UJRR4.wppN.6OLb/.mRR4.irpN.EVLb/UCSR4..............

...........................U..6.P....M4...EB....W....61....F....8/...I1....UJl12

...U.iVFwxDE./ozPM2Tzz7lz16.mc..zXCc.El18XGQeGyDjvIRhrVAkz1............28.kFrA0.

FWb96aAIVzvh1se7Umvxz0........../6U0.wzzz1................................E.0c..

zzzz.................................2U.8.kzzzD.................................

/6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR

S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq

40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3.................................

E....6....E.....I....k....kLBxaMdJrQI/5S.IaQ....................................

...................yz..............................sz.........yD................

...sz0........yD...................sz...........................................

.....................2..........0....YYPoJqNZ756ExqRZ75.........................

8.....U/4MU/4..................E........kz1........wz.........zD..........2.....

................................................................................

................................}

I continue here my releases, to not overwhelm

the 1st post

24.0

Added an

**alternate commutative Barnsley**. (nobody will use it but who cares?

Merry xmas

)

24.1

Corrected a mistake in coding

**IQ-bulb**, so it looks much more consistent with the "original",

kept the old one but renamed

24.2

**General**; generalization and unification of all (or almost all) the possible bulb funcs in just one formula. Phew! This was NOT not easy but wow, a bunch of crazy things are possible now!!!

24.25

**General**; Adjusted, because 'recipe 2' did not take into account 'zmul'

24.28

Added to my collection

**_QuadrayTransform2.m3f** - Jesse forgot to include it in latest release and it just disappeared from the whole internet so here it is now!

**Thanks to Lenord** for giving it back! ( I lost it too!

)

24.3

**_QuadrayTransform2** + added Scale for

*negative* Quadray coords

24.4

**MandelView** (Thanks David Makin)

24.5

**_GenCWarp** (Thanks Aexion, Jesse and ... basically everybody

)

24.6

**_GenCWarp** Added two controls to adjust the strength of the effect and/or mix C with xyz.

24.7

**Quintic** a

*wiki-fractal* and a half-octahedron, hacky KIFS formula

24.8

**Makin3D** collection (1 to 4) now you can explore even more Makin stuff with your fave renderer

24.85

**Makin-NSR-tri** added (by

*the master*'s request

)

24.9

**BulboxP-2** added. This formula has a strange behavior, but in some condition can be so fun! Too bad needs a

*very* low raystep/stepwidth to work good.

25.0

**GenCWarp** fixed a bug: now value

**0** for

**Theta-Args** is correctly handled. (No more glitches. You will still see glitches if you try to choose a value out of range, and it will

**not **be fixed btw

)

**_DEComb_ISph_Plane** added

25.1

**OctKoch** added (uncertain about something. but it's flexible so I added btw)

25.2

**DodecahedronIFS** (

**one of the basic Sierpinski solids**, it was missing for some reason) added

Changed default scale to 2.63 - some details look way better

25.3

Faster version by Blob added (hack from Jesse's Icosa)

25.4

**ManowarBulb** added

- requires SSE2 but it only uses the register for storing, it's a bit slow because it does a float exponentiation btw

25.5

**GnarlyIFS** added

- requires SSE2 too because it's derived from waveIFS...

25.6

**DucksIFS** added

- requires SSE2 too because it's derived from waveIFS...

*And it's very slow, because it needs many iterations and a complicated magnitude evaluation to show up a good detail level.*25.7

Some useless stuff added... Sorry...

Another Beth thingy and a variant of quat

25.8

**Amazing Surf** added.

**(by Kali)** implemented by me of course

25.9

**Torus and Knots** added. (Both for dIFS)

Hard enough to do those!

26.0 (Both for dIFS)

**Torus** updated with aspect ratio.

More funny shapes;

**TorusEllip + Pyram**26.1 (Both for dIFS)

**PolyPyra** added (flexible shape, can be used for many solids)

26.2 (Both for dIFS)

**PolyPyra** - added

**Star **slider! Perfect for Christmas scenes

26.3 (for dIFS)

**PolyFoldIFS** added!

26.4 (for dIFS)

**PolyFoldExIFS** added! (Has a 3D z-fold included - it's slower but more powerful)

26.5 (for dIFS)

**AmazingIFS** added! (be careful, use few iters or your computer will melt

)

26.6

**Knots2** added. Ported from Knighty's formula! Many more figures are possible

26.7

**KleinBotT** added. Another Klein bottle too added...

26.8

Added misc surfaces, some so funny...

**DecoCube,QCyl,Umbrella,Quadrics**26.9

Added misc surfaces, some so funny...

**Scarab, Piriform, RiemSqrt** plus patched/improved existing ones

27.0

Added a new transform

**foldingoctIFS**27.1

Added a new transform

**cayley2IFS**27.2

Added new transforms, and

**FoldingInfy** (continuous eqv. of tiling) plus the most irritating shape ever;

**Pen-Ngon** 27.3

**Comma** shape + added an useful option to Quadrics

27.4

**foldcut** shapes added, based on amazing Knighty scripts

plus some sphere playaround

Fixed Comma because it did not worked well... Don't know why. But ok :

27.5

Added a

**test** version of

**Apollo 3D**27.6

Added

**sliceIFS** 27.7

Improved

**sliceIFS** + added

**sliceExIFS** +

**loxodromeIFS** 27.8

Latest version of all my formulas + extras

... see the file

27.9

Added more misc isosurfaces.

**Citrus, Mitre, Cayley surface, Pseudosphere, Dini**. The last two are my favourite, too bad Dini is very slow btw

28.0

Removed Citrus for now (it is very buggy... I will replace it with a similar thingy) but added

**Devil** (devil =

)

and bugfixed

**Mitre** (produced some unwanted "spaghetti" on high iters

now they are a lot thinner so they will not disturb

)

28.1

Added some surfaces.

**But they cause bugs on high iters; Limpet**DecoCube fixed, plus some bonus

**wavesp, weirdcube, toupie (it seems to work on higher iters)**28.2

Fixed some DEs and added again that

**Citrus** 28.3

Added

**boardIFS **(for chess estimators

) and

**SchwartzIFS **surfaces

28.4

Added

**YinYangIFS + Loxodrome2IFS** 28.5

Updated with some stuff ...

28.6

Added

**trans-qIFS** 28.7

Made

**ex versions of 4D ifs** like Menger, Sierpinski and MixPinski

28.8

Made

**_Translate + _Rotate "random"** transforms

28.9 ... until 29.0

**_Rotate "random"** transform "fixed" - now works really as expected also with ABox. Increased max range to +-2

29.1

Tried to add a MinR thingy to AmazingIFS, don't know if it's the real thing forgive me

29.2

Fixed - now works as expected

29.3

**_asdamTrans** added

29.4

**_CondLyapunov** added

29.5

**A full set of itercount modifiers added**. They are of two kinds.

**Lyapunov type;**The itercount of the formulas is modified following a binary string rule. The itercount will be set 0 / 1 in simple Lyapunov switch or to two different values in the general Lyapunov.

**Generic switch;**More advanced.

The itercount will be set to three different values according to a critical iteration value. This can give very unique fractal shapes. It is not easy to explain here... But believe me

**3 formulas** added

29.6

**Fixed _sphereinv** for the n-th time again to avoid navi issues

30.0

Extra formula;

**ABoxMod2**!

29.7

**Fixed _sphereinv** for the n-th time again... Sick and tired. But this was a minor issue btw.

29.8

**ducksIFS** added angle option, very reccomended to play with that setting

Added also missing COLOR option

29.9

Added a new HeightMap and updated other stuff

30.0

**GnarlyIFS** added color option, and

**2 more gnarlyIFS**!!!

30.1

**GnarlyIFS** minor bugfixes, + added more formulas like a standalone dodeca-folding. That Jesse never did for some reason?

30.2

**SierpinskiFull** ; full tetrahedral symmetry Sierpinski. Jesse's was not fully symmetrical.

In fact this works more like normal KIFS like Menger3 and Icosahedron.

30.3

**SierpinskiFull** added SierpHilbert style edges; disabled by default.

30.4

**Reciprocal x,y,z 3** added - continuous functions so they work a lot better without DE trouble

30.5

**BUGFIX ATTEMPT on RotateRnd, TranslateRnd!**Now they seem to work

30.6

Added

**GearIfs**30.7

**ABoxMod1** DEfix!

30.8

**room DIFS** good for color fooling

30.9

Added

**Gear2Ifs** inspired from Incendia

31.0

Added

**DiscoBallIfs** - faceted empty sphere!

31.1

Added

**SphCageIfs** "sphere made of rings"

31.2

Update & optimization for

**SphCageIfs**31.3 and .4

Added

**cubetubeIfs** + UPDATED

31.5

Added tube versions of all platonic solids;

**Cube, Tetrahedron, Icosahedron.** 31.6

Replaced Icosa default param to plot a dodecahedron not a truncated solid

31.7

Added

**columnsIFS** 31.8

Added options for style in

**columnsIFS** 31.81

More fix in

**columnsIFS** (to allow more styles)

31.9

Homemade optimization, applied to

**all gnarly and to ducks IFS** to get a 5x speedup!

32.0

Added a component to optimization to get a perfect result.

32.1

**HeightMap2** now gets a "perfect" DE.

32.2

**RoomDoorsIFS** added after 3 days of work

32.3

**ABoxPlatinum** added. Loads of features.

32.4

**ABoxPlatinum** - a little 'bug' in rotatable folds was fixed, but left also the old version.

33.0 After a long pause!

**Reciprocal x,y,z 3b** added - more customizable recips

33.1

**Cantor, Octafull** added

33.2

**koch_oct** added

33.3

**Menger1-IFS** added (Menger transform just for

*DIFS*!)

33.4

**JCube3** - approximation made by Knighty. It is an APPROXIMATION so take it as is.

Just don't pretend flawless details

Added also

**_YplusSinZ2**33.5

**_invcylindrical** optimized - speedup

33.6

I spotted a fantastic hex-grid formula and added it

http://k3dsurf.s4.bizhat.com/k3dsurf-ftopic133-0-asc-30.html**hextgridIFS** 33.6

**hextgrid2IFS** - more classic tubey work.

formula by abdelhamid...

33.7

**JCube3** added Gscale (test parameter)

33.8

**totoricalIFS** added ... Interesting to wrap difs on torus or something.

33.9

**tritgridIFS** - lame but coolish modding of hextgtid (more to come!)

34.0

New year 2013 special! A fistful of variations of tri&hextgrid added!

34.1

More hexagonal madness!

34.2

Improved a lot

**hextgrid3IFS & hexgridIFS** following Knighty's concepts and scripts, now they have a lot of added functionality and possibilities for new shapes