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Stem Cell ScaffoldIn the BlueNause1
In the Blue
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Description: Fragmentarium- Kali's Asurf
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Total Favorities: 0 View Who Favorited
Filesize: 922.44kB
Height: 1191 Width: 1907
Discussion Topic: View Topic
Keywords: timemit fragmentarium amazing surf sea blue 
Posted by: Tim Emit September 12, 2016, 04:56:34 PM

Rating: ***** by 3 members.

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Comments (6) rss
Sabine
Fractal Fertilizer
*****
Posts: 373



View Profile WWW
September 12, 2016, 08:15:57 PM
Haven't got your raytracer, but DE-Kn2cr11 works fine wink
Tim Emit
Conqueror
*******
Posts: 111



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September 12, 2016, 07:41:47 PM
Quote from: sabine62
Yes !! Very nice surfscape!

Already mangling your code ;}
Enjoy Sabine.. running ok?
Tim Emit
Conqueror
*******
Posts: 111



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September 12, 2016, 07:40:47 PM
 surfing surfing surfing A Star and he rises  
Quote from: micshac
F'Thagn..........
micshac
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September 12, 2016, 06:49:42 PM
F'Thagn..........
Sabine
Fractal Fertilizer
*****
Posts: 373



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September 12, 2016, 05:58:00 PM
 Yes !! Very nice surfscape!

Already mangling your code ;}
Tim Emit
Conqueror
*******
Posts: 111



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September 12, 2016, 04:57:45 PM
#info Amazing Surface by Kali - Based on Tglad's Amazing Box
#define providesInit

#include "DE-Kn8.frag"

#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define USE_IQ_CLOUDS

#include "MathUtils.frag"


#define USE_INF_NORM
#group AmazingSurface


uniform int Iterations;  slider[0,17,300]
uniform int ColorIterations;  slider[0,3,300]
uniform float MinRad2;  slider[0.00001,0.25,2.0]
uniform float Scale;  slider[-3,1.5,3.0]
uniform int FoldType; slider[1,1,3]
uniform vec3 PreTranslation; slider[(-5,-5,-5),(0,0,0),(5,5,5)]
uniform vec2 FoldValues; slider[(0,0),(1,1),(5,5)]
uniform bool Julia; checkbox[false]
uniform vec3 JuliaValues; slider[(-5,-5,-5),(-1,-1,-1),(5,5,5)]
uniform vec3 RotVector; slider[(-1,-1,-1),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[-180,0,180]

mat3 rot;

void init() {
    rot = rotationMatrix3(normalize(RotVector), RotAngle);
}

vec4 scale = vec4(Scale, Scale, Scale, abs(Scale))/MinRad2;
float absScalem1 = abs(1-Scale);
float AbsScaleRaisedTo1mIters = pow(abs(Scale), float(1-Iterations));

float DE(vec3 pos) {
   vec4 p = vec4(pos,1);
   vec3 c = Julia?JuliaValues:p.xyz;  
   for (int i=0; i<Iterations; i++) {
      if (FoldType==1) p.xy=abs(p.xy+FoldValues)-abs(p.xy-FoldValues)-p.xy;
      if (FoldType==2) p.xy=FoldValues-abs(abs(p.xy)-FoldValues);
      if (FoldType==3) p.xy=abs(p.xy+FoldValues);
      p.xyz+=PreTranslation;
      float r2 = dot(p.xyz, p.xyz);
      if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p.xyz,r2)));
      p *= clamp(max(MinRad2/r2, MinRad2), 0, 1.0);  
      p = p*scale;
      p.xyz+=c;
      p.xyz*=rot;
   }
   return ((length(p.xyz) - absScalem1) / p.w - AbsScaleRaisedTo1mIters);
}


#preset in the blue
FOV = 1.21408
Eye = 7.82734,2.30126,-0.740131
Target = 34.861,-15.1382,-4.21626
Up = -0.205266,0.960044,1.29343
FocalPlane = 2.89792
Aperture = 0.00296
InFocusAWidth = 0.97354
ApertureNbrSides = 5
ApertureRot = 186.707
ApStarShaped = false
Gamma = 0.80035
ToneMapping = 4
Exposure = 0.822
Brightness = 1.83205
Contrast = 2.2472
Saturation = 1.73225
GaussianWeight = 1
AntiAliasScale = 0.3331
Bloom = true
BloomIntensity = 1.07134
BloomPow = 4.6439
BloomTaps = 12
Detail = -4.25089
DetailAO = -1.97043
FudgeFactor = 0.97303
MaxRaySteps = 526
MaxDistance = 121.69
Dither = 0.35454
NormalBackStep = 1.8333
AO = 0.0431373,0.0431373,0.0431373,1
AoCorrect = 0.61263
Specular = 0.06548
SpecularExp = 29.835
CamLight = 0.905882,0.937255,0.937255,1.9583
CamLightMin = 0.88836
Glow = 1,0.721569,0.490196,0.31962
GlowMax = 655
Reflection = 0.207843,0.184314,0.2
ReflectionsNumber = 3
SpotGlow = true
SpotLight = 0.823529,1,1,5.5323
LightPos = 5.6782,-3.67,4.081
LightSize = 0.19345
LightFallOff = 0.77222
LightGlowRad = 1.38035
LightGlowExp = 0.9769
HardShadow = 0.7766
ShadowSoft = 18.3484
BaseColor = 1,1,1
OrbitStrength = 0.41375
X = 0.105882,0.129412,0.129412,0.69104
Y = 0.45098,0.364706,0.219608,0.66982
Z = 0.827451,0.764706,0.772549,0.67334
R = 0.87451,0.772549,0.364706,-0.11566
BackgroundColor = 0.921569,0.811765,0.168627
GradientBackground = 1.72705
CycleColors = true
Cycles = 2.6145
EnableFloor = false
FloorNormal = 0,0,1
FloorHeight = 0.5053
FloorColor = 1,1,1
HF_Fallof = 0.17018
HF_Const = 0.4109
HF_Intensity = 0.49793
HF_Dir = 0.58648,-0.3011,-0.39662
HF_Offset = -4.1878
HF_Color = 0.517647,0.839216,0.988235,0.40023
HF_Scatter = 4.6239
HF_Anisotropy = 0,0,0
HF_FogIter = 5
HF_CastShadow = true
CloudScale = 0.24602
CloudFlatness = 0.08167
CloudTops = -10
CloudBase = -10
CloudDensity = 0.13491
CloudRoughness = 1.56126
CloudContrast = 5.9297
CloudColor = 0.905882,0.886275,0.588235
SunLightColor = 0.698039,0.203922,0.105882
Iterations = 103
ColorIterations = 28
MinRad2 = 0.40237
Scale = -1.15464
FoldType = 3
PreTranslation = -1.9489,-0.988,-1.3784
FoldValues = 3.60615,1.6459
Julia = true
JuliaValues = -0.461,0.1457,-2.2159
RotVector = -0.22136,0.31158,0.50386
RotAngle = -23.4216
#endpreset

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