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Author Topic: _polyfold_sym and polyfoldsymIFS in mandelbulber 2  (Read 773 times)
Description: As of version madelbulber v2.09 - is formula/transformation available?
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freakiebeat
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« on: December 09, 2016, 12:30:39 AM »

I am currently working with mandelbulber v2.09, and looking for any formulas or transforms that provide the functionalities of _polyfold_sym and polyfoldsymIFS from mb3d. Can anyone provide me with the formula/transform name(s), or is this not yet implemented in v2?
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mclarekin
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« Reply #1 on: December 10, 2016, 02:40:48 AM »

Not implemented yet. There are sooooo many to implement. I will put these on my TODO list.
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DarkBeam
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« Reply #2 on: December 10, 2016, 09:04:39 AM »

Found this in old pms. Sent by the user alexl:
void Poly_Fold(inout dvec4 p, float order)
{
   float m = order/TWOPI;

   float angle = round(m*(-atan(float(p.x),float(p.y))))/m;

   p.xy=rotate(p.xy,angle);
}

void Poly_Fold_xz(inout dvec4 p, float order)
{
   float m = order/TWOPI;

   float angle = round(m*(-atan(float(p.x),float(p.z))))/m;

   p.xz=rotate(p.xz,angle);
}

void Poly_Fold_yz(inout dvec4 p, float order)
{
   float m = order/TWOPI;

   float angle = round(m*(-atan(float(p.y),float(p.z))))/m;

   p.xz=rotate(p.yz,angle);
}
But the sym version is different
wink
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M Benesi
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« Reply #3 on: December 10, 2016, 11:13:26 PM »

I did a far more complicated version with extra rotations in fragmentarium, if McLarekin can translate it... eventually.  

  Doy.. here is a Kaleidoscopic rotation demo- you can do multiple 3d polyfolds if you know multiple axes of symmetry and know the tricks to align them.  I'll write a tutorial if someone wants me to.



  If Luca checks it for redundancies, it basically does the polyfold stuff, but has extra cool Kaleidoscopic rotations thrown into the mix.


  If you want to avoid additional trig functions, set EXTRA_TRIG_FUNCTIONS=false, otherwise do it the extra trig function way.


  If you have an even number of polyfolds, set EvenFolds true for... less rotations.  

bool EvenFolds =  set true if Folds is even
float Rotate= kaleidscopic rotation variable...
float FoldAdjust=  adjustment so axis of symmetry (if you use an object with symmetry) is aligned correctly
float folds=  number of folds

  
Code:
       bool EXTRA_TRIG_FUNCTION=false;
        
float rxy;
float ratrack=pi2-pi2/folds;   //pi2 is 2*pi
float rotadjust=-pi/folds  + FoldAdjust;     // I called folds splits in my original code...
// I called them splits because I didn't know
float pintrack=pi/folds;      //what they were called.....
float pi2splits=pi2/folds;
float  i=0.0;    //why a float??  I was doing something with it...  

float omega=atan(z.y,z.x);
if (omega<0.0) {omega+=pi2;}    //so angle goes from 0 to 2pi instead of having negative part

float rotate=0;  

   //I only wanted to do the kaleidoscope rotations on specific iterations
  // doing multiple polyfolds... you can do it every iteration or whatever- for cool effects
  // only do it on specific iterations- I was making kaleidoscopes out of 2d polyfolding

if (RotateIter==n) {rotate=Rotate;}    //only do the rotation on a specific iteration


while (omega>pi2folds && i<floor(folds+1.0)) {
i+=1.0;

if (EvenFolds) {rotate*=-1;}    //if you have an even number of folds, you can do 1/2 as
                                                                 //many rotations- it's sort of cool

if (!EXTRA_TRIG_FUNCTION) {   //that is a NOT "!"  :D
rotadjust+=ratrack;
pintrack+=pi2folds;
omega-=pi2folds;
} else {     //with extra trig function, you don't need the above... just do the above instead
omega-=pi2folds;
}
}

if (EXTRA_TRIG_FUNCTION) {   // don't do this unless you absolutely love using transcendental functions
z=length(z)*vec2(cos(omega),sin(omega));
}

// if you don't have an even number of folds, you have to make an even number of rotations like the following:

if (omega>pi2folds*.5 && !EvenFolds) {rotate*=-1;}

// pintrack is used to shift the fold center outwords- images follow

vec2 z2=vec2(cos(pintrack),sin(pintrack));    

// splitrad is the distance from the center that the folds are shifted outwards

z.xy-=z2*splitrad;
rxy=length (z.xy);  

// rotadjust keeps every duplicate aligned correctly.  
omega=atan(z.y,z.x)+rotadjust+rotate+FoldAdjust;
z.xy=rxy * vec2(cos(omega),sin(omega));


return z;

  Did a 2d kaleidoscope using the above function:


  And other stuff (polyfolds, and a modified boxtiling function):


 
« Last Edit: December 10, 2016, 11:33:39 PM by M Benesi » Logged

mclarekin
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« Reply #4 on: December 10, 2016, 11:39:11 PM »

I feel I am about to be sidetracked yet again.  I will try in OpenCL first.

This formula should look real good with an "audio to parameter interface"

In theory I should be faster at coding and debugging by now, so give me a month. grin
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M Benesi
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« Reply #5 on: December 10, 2016, 11:54:15 PM »

lol  cheesy
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quaz0r
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« Reply #6 on: December 10, 2016, 11:56:48 PM »

i think im startin to feel it  alien
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #7 on: December 11, 2016, 12:07:33 AM »

Just a month? More like six months cheesy
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M Benesi
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« Reply #8 on: December 11, 2016, 01:29:15 AM »

   this isn't hypnotic quaz0r... just a demo- it's cool to be able to rotate polyfolds...

 

  Rotated it on the 2nd iteration (5 iterations total polyfolds- MengerIFS is already aligned for the code I wrote because of the symmetries of the Menger since I'm folding around the x axis).

 
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mclarekin
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« Reply #9 on: December 11, 2016, 05:05:07 AM »

Yes six months is more realistic for the actual formula development part

First is the paperwork, getting official permission from the relevant authorities .
Then I have to find financial backing in a world where only a chosen few know what a fractal is.
Pay the shadowy underground figures that actually secretly control the supply and demand in the fractal market.
I then need to get the consultants in for market research, mathematical input, and prep the media company in charge of presentation and dreaming up "wacky" ideas to publicize the official formula launch.


Then the difficult bit.

I get my brain out of storage, strip it down and rebuild it , fixing or replacing any damaged parts as best as  I can.  Provide necessary fuel, lubrication and coolant  A Beer Cup A Beer Cup A Beer Cup.

A few test runs,  and some fine tuning, and we are ready to set a date to start on the development work.

It tires me out just thinking about it, there has got to be a better way of earning a living.

But then after the necessary 6 months, when we have the formula packaged and ready for the market, it all kind of feels worth the effort. And the formula release parties are not to be missed. wink
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quaz0r
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« Reply #10 on: December 11, 2016, 06:48:53 AM »

lubrication
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #11 on: December 11, 2016, 11:16:29 PM »

Oh my lol wink
I hope for a speedup then  A Beer Cup
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M Benesi
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« Reply #12 on: December 12, 2016, 03:29:55 AM »

Faster translation for Kaleidoscopic rotations for M3D too!!!

  Going to be able to do neat things...



<a href="https://www.youtube.com/v/meZtYlY3fUo&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/meZtYlY3fUo&rel=1&fs=1&hd=1</a>
« Last Edit: December 13, 2016, 07:49:33 AM by M Benesi » Logged

mclarekin
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« Reply #13 on: December 14, 2016, 04:04:33 AM »

Well QT Creator is currently crashing if I try and finish coding 4D rotation , SOOOOO , let' s do something else



* carbuncle 444 _aa1.jpg (164.29 KB, 987x1200 - viewed 60 times.)
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mclarekin
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« Reply #14 on: December 14, 2016, 04:06:13 AM »

First I needed to interest him by quoting maths.


* carbuncle 444 _aa2.jpg (217.46 KB, 1625x1150 - viewed 69 times.)
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