
The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!
|
|
|
||||||
Paperback | ||||||
Previous Image | Next Image | ||||||
Description: Paperback Fragmentarium Kali's Asurf From Kalis Rotated Asurf Frag .. As a big welcome back to kali and a thanks to him for his great Fractal code Code: // Output generated from file: C:/Users/USER/Documents/ScOrPiOn2016/remakeasurf.jpg Files/remakeasurf.frag
// Created: Wed Sep 14 16:52:00 2016 // Output generated from file: C:/Users/USER/Documents/Fragmentarium by SCORPION/explodes2.jpg Files/explodes2.frag // Created: Mon Sep 12 22:23:37 2016 // Output generated from file: C:/Users/USER/Desktop/Fragmentarium by SCORPION/Examples/Examples New Raytracer/VCRaytracer/Explosion.frag // Created: Mon 2. Feb 16:08:28 2015 #define providesInit #include "MathUtils.frag" #include "DE-Kn2cr11.frag" #group Rotation uniform vec3 RotationCenter; slider[(-1,-1,-1),(0,0,0),(1,1,1)] uniform float RotationRadius; slider[0.01,1,2] #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); } //float scale = Scale/MinRad2;//scalar derivative doesn't need to be multiplied with ABS(scale) but with scale instead. float absScalem1 = max(1.,abs((1.-Scale)/(1+Scale)))*2.;//Size of the mandelbox with scale = - Scale. If IIRC. float bailout=100.*absScalem1*absScalem1;//julias are usually big things. //float AbsScaleRaisedTo1mIters = pow(abs(Scale), float(1.-float(Iterations))); float DEA(vec3 pos) { vec4 p = vec4(pos,1.); vec4 c = Julia?vec4(JuliaValues,0.):p; //using vec4 in order to have the add +1 to scalar derivative in case it's not a julia. This is necessary to have a correct DE when not in julia mode. float r2= dot(p.xyz, p.xyz); for (int i=0; i<Iterations; i++) { if (FoldType==1) p.xy=p.xy-abs(p.xy+FoldValues)+abs(p.xy-FoldValues);//I've flipped the sign -> derivative = 1 for x,y large enought. This way, I just multiply the scalar derivative by Scale without taking its abs. value. if (FoldType==2) p.xy=FoldValues-abs(abs(p.xy)-FoldValues); if (FoldType==3) p.xy=abs(p.xy+FoldValues); p.xyz+=PreTranslation; r2 = dot(p.xyz, p.xyz); if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p.xyz,r2))); float k=Scale/clamp(r2,MinRad2, 1.);//thanks eiffie //could replace the 1. with another value //p*=clamp(max(MinRad2/r2, MinRad2), 0., 1.0); p = p * k + c; p.xyz*=rot; r2 = dot(p.xyz, p.xyz); if(r2>bailout) break;//saves some iteration. especially when Iterations is large. } return (length(p.xyz) - absScalem1) / abs(p.w) ; } float DE(vec3 p) { p=p-RotationCenter; float r=length(p); float r2=r*r; p=(RotationRadius/r2)*p+RotationCenter; float de=DEA(p); de=r2*de/(RotationRadius+r*de); return de; } #preset paperbck FOV = 0.42962 Eye = -0.589376,-4.026,4.51817 Target = -1.93218,-4.05945,3.49053 UpLock = false FocalPlane = 2.28 Aperture = 0 InFocusAWidth = 0 DofCorrect = true ApertureNbrSides = 7 ApertureRot = 0 ApStarShaped = false Gamma = 0.98825 ToneMapping = 5 Exposure = 0.72045 Brightness = 0.907 Contrast = 1.55705 Saturation = 1.9233 GaussianWeight = 0.9069 AntiAliasScale = 0.2528 Bloom = true BloomIntensity = 0.78644 BloomPow = 5.4899 BloomTaps = 12 BloomStrong = 6.98044 Detail = -2.91221 RefineSteps = 4 FudgeFactor = 1 MaxRaySteps = 615 MaxDistance = 39 Dither = 0.36995 NormalBackStep = 1.8333 DetailAO = -1.00002 coneApertureAO = 0.5 maxIterAO = 20 FudgeAO = 1 AO_ambient = 0.7 AO_camlight = 0 AO_pointlight = 0 AoCorrect = 0 Specular = 0.18391 SpecularExp = 14.545 CamLight = 1,1,1,0.4318 AmbiantLight = 1,1,1,1 Reflection = 1,1,1 ReflectionsNumber = 0 SpotGlow = true SpotLight = 1,0.682353,0.45098,6.4496 LightPos = 1.7054,5.5504,1.2248 LightSize = 0.15639 LightFallOff = 0.36236 LightGlowRad = 0.6549 LightGlowExp = 2.6058 HardShadow = 0.63409 ShadowSoft = 0.3448 Locked ShadowBlur = 0.0771 perf = false SSS = false sss1 = 0.21607 sss2 = 0.11221 BaseColor = 1,1,1 OrbitStrength = 0.28582 X = 0,0,1,0.43356 Y = 1,0.6,0,0.67046 Z = 0.8,0.78,1,0.4909 R = 0.4,0.7,1,0.26292 BackgroundColor = 0.270588,0.780392,1 GradientBackground = 1.16665 CycleColors = true Cycles = 3.85677 EnableFloor = false FloorNormal = 0,0,1 FloorHeight = 0 FloorColor = 1,1,1 HF_Fallof = 0.1 HF_Const = 0 HF_Intensity = 0 HF_Dir = 0,0,1 HF_Offset = 0 HF_Color = 1,1,1,1 HF_Scatter = 0 HF_Anisotropy = 0,0,0 HF_FogIter = 1 HF_CastShadow = false EnCloudsDir = false Clouds_Dir = 0,0,1 CloudScale = 1 CloudFlatness = 0 CloudTops = 1 CloudBase = -1 CloudDensity = 1 CloudRoughness = 1 CloudContrast = 1 CloudColor = 0.65,0.68,0.7 CloudColor2 = 0.07,0.17,0.24 SunLightColor = 0.7,0.5,0.3 Cloudvar1 = 0.99 Cloudvar2 = 0.99 CloudIter = 5 CloudBgMix = 1 RotationCenter = -0.8205,-0.43862,0.6122 RotationRadius = 0.23163 Iterations = 51 ColorIterations = 9 MinRad2 = 0.13459 Scale = 1.58064 FoldType = 2 PreTranslation = -1.0457,-0.5288,0.2043 FoldValues = 5,0.7281 Julia = true JuliaValues = 4.2537,-0.9701,-1.1439 RotVector = 1,-0.16432,0.01644 RotAngle = -19.4076 Up = 0.39431,1.11305,-0.751692 #endpreset Stats: Total Favorities: 0 View Who Favorited Filesize: 751.15kB Height: 1080 Width: 1920 Discussion Topic: View Topic Keywords: timemit fragmentarium asurf kali library paperback Posted by: Tim Emit ![]() Rating: ![]() ![]() ![]() ![]() ![]() Image Linking Codes
|
||||||
0 Members and 1 Guest are viewing this picture. |
|
Comments (2) ![]() |
|
Caleidoscope | November 03, 2016, 09:42:14 AM Well, it is probably the index of the library ![]() |
3dickulus | November 01, 2016, 03:29:43 AM hmm... I wonder what's in that dusty old volume way in the back ![]() |
Powered by SMF Gallery Pro