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Author Topic: Primeval Forest  (Read 806 times)
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Fractal Bachius
Posts: 531

« on: June 03, 2013, 09:37:21 PM »

Primeval Forest


public override void Init() { base.Init();if(GetString("intern.Formula.TempUpdateVal")!="074170b4105297b76fb4b3d3d4cc2bb9"){SetParameterBulk("<Entry Key='Border.Max.x' Value='-0.141220522012176' /><Entry Key='Border.Max.y' Value='0.636187090488647' /><Entry Key='Border.Max.z' Value='-0.147068461467295' /><Entry Key='Border.Min.x' Value='-0.141220879078558' /><Entry Key='Border.Min.y' Value='0.636186733422265' /><Entry Key='Border.Min.z' Value='-0.147068662317134' /><Entry Key='Formula.Static.Cycles' Value='75' /><Entry Key='Formula.Static.Formula' Value='-1' /><Entry Key='Formula.Static.jx' Value='0' /><Entry Key='Formula.Static.jy' Value='0' /><Entry Key='Formula.Static.jz' Value='0' /><Entry Key='Formula.Static.jzz' Value='0' /><Entry Key='Formula.Static.MinCycle' Value='0' /><Entry Key='Renderer.AmbientIntensity' Value='55' /><Entry Key='Renderer.BackColor.Blue' Value='0' /><Entry Key='Renderer.BackColor.Green' Value='0' /><Entry Key='Renderer.BackColor.Red' Value='0' /><Entry Key='Renderer.BrightLightLevel' Value='0.8' /><Entry Key='Renderer.Brightness' Value='3' /><Entry Key='Renderer.ColorFactor.Blue' Value='1' /><Entry Key='Renderer.ColorFactor.Green' Value='0.37' /><Entry Key='Renderer.ColorFactor.Red' Value='1' /><Entry Key='Renderer.ColorFactor.RgbType' Value='4' /><Entry Key='Renderer.ColorGreyness' Value='0.4' /><Entry Key='Renderer.ColorIntensity' Value='0.6' /><Entry Key='Renderer.Contrast' Value='1.2' /><Entry Key='Renderer.Light.X' Value='0.5' /><Entry Key='Renderer.Light.Y' Value='1' /><Entry Key='Renderer.Light.Z' Value='0.25' /><Entry Key='Renderer.LightIntensity' Value='0' /><Entry Key='Renderer.MaxFieldOfView' Value='1' /><Entry Key='Renderer.MinFieldOfView' Value='0.5' /><Entry Key='Renderer.Normalize' Value='0' /><Entry Key='Renderer.ShadowJustify' Value='3' /><Entry Key='Renderer.ShadowNumber' Value='11' /><Entry Key='Renderer.Shininess' Value='18' /><Entry Key='Renderer.ShininessFactor' Value='0.6' /><Entry Key='Renderer.SmoothNormalLevel' Value='8' /><Entry Key='Renderer.UseDarken' Value='0' /><Entry Key='Renderer.UseLight' Value='1' /><Entry Key='Renderer.UseSharpShadow' Value='0' /><Entry Key='Transformation.Camera.AngleX' Value='-86' /><Entry Key='Transformation.Camera.AngleY' Value='0' /><Entry Key='Transformation.Camera.AngleZ' Value='299.333333333333' /><Entry Key='Transformation.Perspective.Cameraposition' Value='0.4' /><Entry Key='Transformation.Stereo.Angle' Value='-9' /><Entry Key='Transformation.Stereo.EyeDistance' Value='0.5' /><Entry Key='View.Height' Value='720' /><Entry Key='View.Perspective' Value='1' /><Entry Key='View.Width' Value='1280' /><Entry Key='intern.Formula.TempUpdateVal' Value='074170b4105297b76fb4b3d3d4cc2bb9' />");} additionalPointInfo=new AdditionalPointInfo(); gr1=GetDouble("Formula.Static.Cycles"); int tempGr=(int)gr1; gr1=gr1- tempGr; gr1=1-gr1; gr1*=2.4;}double gr1=0;public override long InSet(double ar, double ai, double aj, double br, double bi, double bj, double bk, long zkl, bool invers) { double aar, aai, aaj; long tw; int n; int pow = 8; double gr =Math.Pow(10,gr1)+1.0; double theta, phi; double r_n = 0; aar = ar * ar; aai = ai * ai; aaj = aj * aj; tw = 0L; double r = Math.Sqrt(aar + aai + aaj); double phi_pow,theta_pow,sin_theta_pow,rn_sin_theta_pow; additionalPointInfo.red=0; additionalPointInfo.green=0; additionalPointInfo.blue=0; for (n = 1; n < zkl; n++) { theta = Math.Atan2(Math.Sqrt(aar + aai), aj); phi = Math.Atan2(ai, ar); r_n = Math.Pow(r, pow); phi_pow=phi*pow; theta_pow=theta*pow; sin_theta_pow=Math.Sin(theta_pow); rn_sin_theta_pow=r_n* sin_theta_pow; ar = rn_sin_theta_pow * Math.Cos(phi_pow)+br; ai = rn_sin_theta_pow * Math.Sin(phi_pow)+bi; aj = r_n * Math.Cos(theta_pow)+bj; aar = ar * ar; aai = ai * ai; aaj = aj * aj; r = Math.Sqrt(aar + aai + aaj);if(n>55 && n<65) { additionalPointInfo.red+=aar/r; additionalPointInfo.green+=aai/r; additionalPointInfo.blue+=aaj/r;} if (r > gr) { tw = n; break; } } if (invers) { if (tw == 0) tw = 1; else tw = 0; } return (tw);}
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