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Description: Tweak of the inverted Mandalay-box. Credits for the parameters go to Knighty and 3dickulus Code: #version 120
#info MandalayBox Distance Estimator. #define providesInit #define KN_VOLUMETRIC //#define USE_IQ_CLOUDS #define WANG_HASH #include \"MathUtils.frag\" uniform float time; //#include \"DE-Kn2.frag\" #include \"DE-Kn2cr11.frag\" #group MandalayBox // Number of iterations. uniform int Iterations; slider[0,10,20] // Scale parameter. A perfect Menger is 3.0 uniform float Scale; slider[-6.0,2,6.00] uniform bool DoBoxFold; checkbox[false] uniform vec3 RotVector; slider[(0,0,0),(1,0,0),(1,1,1)] // Scale parameter. A perfect Menger is 3.0 uniform float RotAngle; slider[0.00,00,360] // coordinate to invert to infinity uniform vec3 InvertC; slider[(-5,-5,-5),(0,0,0),(5,5,5)] uniform vec3 fo; slider[(0.,0,0),(0.5,0.5,0.5),(2.,2.,2.)] uniform vec3 g; slider[(0.,0,0),(0.1,0.1,0.1),(2.,2.,2.)] uniform bool Serial; checkbox[false] //Mandelbox\'s radial fold uniform float MinRad2; slider[0,0.25,2.0] // Julia uniform bool Julia; checkbox[false] uniform vec3 JuliaC; slider[(-4,-4,-4),(1,1,1),(4,4,4)] mat3 rot; float sr; void init() { rot = rotationMatrix3(normalize(RotVector), RotAngle); sr = 30.; } //DarkBeam\'s \"fold\"... reinterpreted... it\'s more than a fold, much more! Just awesome! float DBFold(vec3 p, float fo, float g){ if(p.z>p.y) p.yz=p.zy;//Diagonal fold //Tis is slightly different from the original fold in order to make it continuous in this context float vx=p.x-2.*fo; float vy=p.y-4.*fo; float v=max(abs(vx+fo)-fo,vy); float v1=max(vx-g,p.y); v=min(v,v1); return min(v,p.x); } //the coordinates are pushed/pulled in parallel vec3 DBFoldParallel(vec3 p, vec3 fo, vec3 g){ vec3 p1=p; p.x=DBFold(p1,fo.x,g.x); p.y=DBFold(p1.yzx,fo.y,g.y); p.z=DBFold(p1.zxy,fo.z,g.z); return p; } //serial version vec3 DBFoldSerial(vec3 p, vec3 fo, vec3 g){ p.x=DBFold(p,fo.x,g.x); p.y=DBFold(p.yzx,fo.y,g.y); p.z=DBFold(p.zxy,fo.z,g.z); return p; } // Roqen\'s domain mashup performs the active c = T(s) vec3 domainMap(vec3 c) { float s = dot(c,c); return c/s * InvertC; } float Coloring(vec3 c) { float s = dot(c,c); c = c/s - InvertC; return dot(c,c); } float DE(vec3 p) { vec4 JC=Julia? vec4(JuliaC,0.) : vec4(p,1.); p = InvertC != vec3(0,0,0) ? domainMap(-p) : p; float r2=dot(p,p); float dd = 1.; for(int i = 0; i<Iterations && r2<10000.; i++){ if(DoBoxFold){ p = p - clamp(p.xyz, -1.0, 1.0) * 2.0; // mandelbox\'s box fold } //Apply pull transformation vec3 signs=sign(p);//Save the original signs p=abs(p); if(Serial) p=DBFoldSerial(p,fo,g); else p=DBFoldParallel(p,fo,g); p*=signs;//resore signs: this way the mandelbrot set won\'t extend in negative directions //Sphere fold r2=dot(p,p); float t = clamp(1./r2, 1., 1./MinRad2); p*=t; dd*=t; // p = InvertC ? p+domainMap(-p) :p; //Scale and shift p=p*Scale+JC.xyz; dd=dd*Scale+JC.w; p=rot*p; //For coloring and bailout r2=dot(p,p); orbitTrap = min(orbitTrap, abs(vec4(p.x,p.y,p.z,r2))); } dd=abs(dd); #if 1 return (sqrt(r2)-sr)/dd;//bounding volume is a sphere #else p=abs(p); return (max(p.x,max(p.y,p.z))-sr)/dd;//bounding volume is a cube #endif } #preset Default FOV = 0.3291139 Eye = 4.511375,2.124659,4.178812 Target = 3.426982,1.560495,3.559321 Up = -0.3895342,-0.2314451,0.8926382 Gamma = 1 ToneMapping = 5 Exposure = 1 Brightness = 1 Contrast = 0.9 Saturation = 1 GaussianWeight = 6 AntiAliasScale = 1.5 DepthToAlpha = true Detail = -3.813793 FudgeFactor = 0.3088496 MaxRaySteps = 1600 Dither = 1 NormalBackStep = 0 NotLocked CamLight = 0.9686275,0.8705882,0.6313725,0.0814868 BaseColor = 1,0.9882353,0.9490196 OrbitStrength = 0.7568042 X = 0.7568627,0.9098039,0.9098039,0.1917455 Y = 1,0.9803922,0.8980392,0.5872743 Z = 1,0.5490196,0,0.4307825 R = 0.2666667,0.1843137,0,1 BackgroundColor = 1,0.4705882,0.003921569 GradientBackground = 0.6768953 CycleColors = true Cycles = 4.759075 EnableFloor = true NotLocked FloorNormal = 0,0,1 FloorHeight = 0.8900524 FloorColor = 1,0.6666667,0 AutoFocus = true FocalPlane = 0.9357407 Aperture = 0 InFocusAWidth = 0.1708408 DofCorrect = false ApertureNbrSides = 5 ApertureRot = 0 ApStarShaped = true Bloom = false BloomIntensity = 0.4535714 BloomPow = 6.007036 BloomTaps = 38 BloomStrong = 1 RefineSteps = 4 MaxDistance = 14.1 DetailAO = -0.797239 coneApertureAO = 0.5 maxIterAO = 20 FudgeAO = 1 AO_ambient = 1.82548 AO_camlight = 1.755477 AO_pointlight = 1.903546 AoCorrect = 1 Specular = 0.3041237 SpecularExp = 16 AmbiantLight = 0.3254902,0.3372549,0.2627451,1.09451 Reflection = 0.3254902,0.2039216,0 ReflectionsNumber = 2 SpotGlow = true SpotLight = 0.6705882,0.7568627,0.827451,0.6859206 LightPos = -0.28922,0.3418054,3.654689 LightSize = 0.0200174 LightFallOff = 0.1338028 LightGlowRad = 0.4174067 LightGlowExp = 0.9050577 HardShadow = 1 ShadowSoft = 0 ShadowBlur = 0.0128297 perf = false SSS = false sss1 = 0.1 sss2 = 0.5 HF_Fallof = 0.5196453 HF_Const = 0.1267483 HF_Intensity = 0.3250664 HF_Dir = 0,0,1 HF_Offset = -0.1149425 HF_Color = 0.09411765,0.1411765,0.2156863,2.892377 HF_Scatter = 1.352785 HF_Anisotropy = 0,0,0 HF_FogIter = 3 HF_CastShadow = true EnCloudsDir = false Clouds_Dir = 0,0,1 CloudScale = 0.72855 NotLocked CloudFlatness = 0 CloudTops = 2.258 NotLocked CloudBase = -1.1476 NotLocked CloudDensity = 0.34483 NotLocked CloudRoughness = 0.8421 NotLocked CloudContrast = 10 NotLocked CloudColor = 0.65,0.68,0.7 NotLocked CloudColor2 = 0.07,0.17,0.24 SunLightColor = 0.7,0.5,0.3 NotLocked Cloudvar1 = 0.99 Cloudvar2 = 1 CloudIter = 5 CloudBgMix = 1 WindDir = 0,0,1 WindSpeed = 1 Iterations = 13 Scale = 2.251291 DoBoxFold = false RotVector = 1,0,0 RotAngle = 0 InvertC = 5,5,5 fo = 1,1,1 g = 2,2,2 Serial = false MinRad2 = 0.1283498 Julia = true JuliaC = 1.64541,1,1 #endpreset Stats: Total Favorities: 0 View Who Favorited Filesize: 4.75MB Height: 1080 Width: 1920 Discussion Topic: View Topic Keywords: Fragmentarium inverted mandalay-box Posted by: Sabine ![]() Rating: ![]() ![]() ![]() ![]() ![]() Image Linking Codes
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