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Author Topic: Mbulb v1.21  (Read 2536 times)
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mclarekin
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« on: July 30, 2017, 10:18:05 AM »

Mbulb v1.21



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=20506

Mbulb v1.21
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Sabine
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« Reply #1 on: August 06, 2017, 06:36:27 PM »

 roll eyes Photorealism!  Yes !!
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mclarekin
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« Reply #2 on: August 07, 2017, 07:18:23 AM »

@ sabine

here is a mandelbulb frag that includes MandelbulberVersion as an option.    The formula is the Mandelbulb base that I use in Mandelbulber V1.21 openCL.

It has abs() options, and some axis swapping options (with start stop controls).



* mbox base-1_Files.zip (10.07 KB - downloaded 237 times.)
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Sabine
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« Reply #3 on: August 23, 2017, 02:16:51 PM »

Thank you for sharing, @mclarekin! Adore the abs-functions here, real fun to run into a burning ship at the second checkbox I tick;)

Coincidentally, I was trying to port cubicquat from mb3d to fragm as it behaves like a burning ship if p=abs(p) is added... or so it should, but I have no clue how to go about with the DE. Tried to steal from Fragm's quatJulia4D-example, but no joy:( Do you have time/energy/courage to take a look?
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mclarekin
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Posts: 1739



« Reply #4 on: August 24, 2017, 11:58:15 AM »

Sure. I haven't even looked at that formula yet.

Post your frag and I give it a try.
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Sabine
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« Reply #5 on: August 24, 2017, 09:54:51 PM »

@mclarekin Oh thank you for having a look! As usual I am totally lost when attempting to find something even remotely correct DE-ish roll eyes wink
Attached is as far as I got (basically copying and pasting dark-beams goodness). There is a definite change in structure when I check the Abs4D, could with some fantasy and good-will look like something burning ship-like. But Dreadful DE!!!
Also the cz is from the QuaternionMandelbrot4D, as I had no idea how to construct the p.w-part, but I am almost sure it should just be 0.0...


* CubicQuatAbs4D.zip (18.57 KB - downloaded 218 times.)

* 1-1.jpg (63.83 KB, 600x334 - viewed 492 times.)
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Sabine
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« Reply #6 on: August 25, 2017, 12:59:46 AM »

Sorry, just took another look, maybe the detail set to -5,5 is not the best way to start exploring  embarrass
Hopefully a better .frag attached below... roll eyes

* CQA4D_test2.zip (18.53 KB - downloaded 217 times.)
« Last Edit: August 25, 2017, 01:11:42 AM by Sabine » Logged

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mclarekin
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Posts: 1739



« Reply #7 on: August 28, 2017, 01:12:10 PM »

@sabine

I have had a look.  Cubic quat is like the Quaternion4D in Mandelbulber so I have just used it as a base.  

So far I have just set up  4 enable checkBoxes to do an  abs() on each axis, followed by Quaternion4D,

So now I can make all the xyzw combinations of  abs().

This functions as a 3D quat if initialW = 0

This formula is using Delta DE (not Analytical DE)

From memory,  this was best but I should revisit the decision to refresh my mind.

With Fragmentarium I would not no what equates to Delta DE ??  But I will have a look sometime soon.

Anyway it looks something like this for now.

Code:
bool AbsX   etc

float initialW  (-2.0, 0.0, 2.0 )
vec4 z = vec4( p3, initialW)


float X_twist;   ( ?, 0, ?)
float Y_twist;   ( ?, 0, ?)
slider scale1222   { 1.0, 2.0, 2.0, 0.0} maybe max min 5.0 -5.0
slider julia0000   { 0.0, 0.0, 0.0, 0.0} maybe max min 5.0 -5.0
slider scaleC1111   { 1.0, 1.0, 1.0, 1.0} maybe max min 5.0 -5.0

float initialC = z;
vec4 C = initialC * scaleC1111;

 now iterate


if (AbsX) z.x = abs(z.x);
if (AbsY) z.y = abs(z.y);
if (AbsZ) z.z = abs(z.z);
if (AbsW) z.w = abs(z.w);

vec4 temp01 = z * scale1222;
CVector4 oldZ = z;
z.x = temp01.x * z.x - z.y * z.y - z.z * z.z - z.w * z.w
+ (C.y * X_twist);
z.y =  temp01.y * oldZ.x + C.x * Y_twist;
z.z =  temp01.z * oldZ.x;
z.w =  temp01.w * oldZ.x; // +wadd;

z += C + julia0000;



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mclarekin
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« Reply #8 on: August 28, 2017, 02:27:46 PM »

This is my current base  pseudo code.

Code:
bool AbsX   etc

float initialW  (-2.0, 0.0, 2.0 )
vec4 z = vec4( p3, initialW)


float X_twist;   ( ?, 0, ?)
float Y_twist;   ( ?, 0, ?)
slider scale1222   { 1.0, 2.0, 2.0, 2.0} maybe max min 5.0 -5.0
slider  preScale  { 1.0, 1.0, 1.0, 1.0} maybe max min 5.0 -5.0
slider julia0000   { 0.0, 0.0, 0.0, 0.0} maybe max min 5.0 -5.0
slider scaleC1111   { 1.0, 1.0, 1.0, 1.0} maybe max min 5.0 -5.0

float initialC = z;
vec4 C = initialC * scaleC1111;

 now iterate


if (AbsX) z.x = abs(z.x);
if (AbsY) z.y = abs(z.y);
if (AbsZ) z.z = abs(z.z);
if (AbsW) z.w = abs(z.w);

vec4 mul = z * preScale;
vec4 oldZ = z;
CVector4 oldZ = z;

z.x = mul.x * z.x - mul.y * z.y - mul.z * z.z - mul.w * z.w
+ (C.y * X_twist);
z.y =  oldZ.y * oldZ.x;
z.z =  oldZ.z * oldZ.x;
z.w =  oldZ.w * oldZ.x; // +wadd;
z *= scale1222;
z.y += C.x * Y_twist;
z += C + julia0000;
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Sabine
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« Reply #9 on: August 29, 2017, 04:20:32 PM »

@mclarekin Thank you so much for looking into this!

I have had  a look at  Syntopia's piece on DE's and

Quote
.....Another approach is to take the gradient of the escape length: dr=|∇|zn|| – while it is not clear to me why this is valid, it work in many cases as we will see:....

Code:
int last = 0;
float escapeLength(in vec3 pos)
{
vec3 z = pos;
for( int i=1; i<Iterations; i++ )
{
z = BulbPower(z, Power) + pos;
float r2 = dot(z,z);
if ((r2 > Bailout && last==0) || (i==last))
{
last = i;
return length(z);
}
}
return length(z);
}

float DE(vec3 p) {
last = 0;
float r = escapeLength(p);
if (r*r<Bailout) return 0.0;
gradient = (vec3(escapeLength(p+xDir*EPS), escapeLength(p+yDir*EPS), escapeLength(p+zDir*EPS))-r)/EPS;
return 0.5*r*log(r)/length(gradient);
}




and also read the thread by Buddhi and David Makin about their Delta DE-approach. Must read that again and again, maybe some day my brain will allow me to make proper sense of it!  embarrass How to bring this to frag... maybe it has been done before? I will have a look at the examples....

Also am trying to get your latest code ready for fragm, will take me another evening or two as I run from one error into the the next (fragm can be so unforgiving to me forgetting about semicolons, invalid type-combinations and such  cheesy ) But hey, keeps me from turning to organized crime and such;)
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