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Author Topic: 2D animation using fractal Easing Curve.  (Read 1365 times)
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SCORPION
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Posts: 104


« on: October 23, 2013, 06:44:09 AM »

2D animation using fractal Easing Curve.
Animated slider Var 3

<a href="http://www.youtube.com/v/ODECGiQButA&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/ODECGiQButA&rel=1&fs=1&hd=1</a>

Code:
#group Burning Ship
#include "Progressive2DJulia.frag"
#include "Complex.frag"

uniform float var1; slider[0,0,10]
uniform float var2; slider[0,1,2]
uniform float var3; slider[1.53106,1.532,1.54384]
uniform float var4; slider[0,1,10]

 //  Burning Ship Fractal
 // (Implementation by Syntopia)

vec2 formula(vec2 z, vec2 c) {
       z = abs(z)+sin(z-var1) * tan(c*var2) * var4;
       z = cMul(z,z);
       z.y = z.y;
       z += -c+tan(var3/c);
return z;
 }


#preset ff8_anim_Amber
 Center = -0.204626,0.143127
 Zoom = 27.1793
 Gamma = 0.625
 ToneMapping = 1
 Exposure = 1
 Brightness = 0.95505
 Contrast = 1.1067
 Saturation = 1.0674
 AARange = 2
 AAExp = 1
 GaussianAA = false
 Iterations = 1000
 PreIterations = 3
 R = 0.2314
 G = 0.56198
 B = 1
 C = 0.51136
 Julia = true
 JuliaX = 0.405194
 JuliaY = 0.0374169
 ShowMap = false
 MapZoom = 0.01
 EscapeSize = 0
 ColoringType = 0
 ColorFactor = 0
 var1 = 5.83336
 var2 = 0.00476641
 var3 = 1.53106
 var4 = 13.3668
 #endpreset
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3dickulus
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« Reply #1 on: October 23, 2013, 07:07:25 AM »

Nicely done! just one slider?
you should post this on the Short animations board

Nice soundtrack too! JMJ goes well with fractals  smiley

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Nahee_Enterprises
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« Reply #2 on: October 23, 2013, 07:14:48 AM »

    2D animation using fractal Easing Curve.
    Animated slider Var 3
            http: //www.youtube.com/watch?v=ODECGiQButA&amp;feature=youtu.be
    #group Burning Ship
    #include "Progressive2DJulia.frag"
    #include "Complex.frag"
        ...........

Nice video, enjoyed the viewing!!    cheesy
 
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mclarekin
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Posts: 1739



« Reply #3 on: October 23, 2013, 09:03:42 AM »

Good video and music blend. It shouldn't be hidden away on this thread, it is too good for that. smiley smiley
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cKleinhuis
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« Reply #4 on: October 23, 2013, 09:11:53 AM »

i splitted the topic wink
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divide and conquer - iterate and rule - chaos is No random!
SCORPION
Conqueror
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Posts: 104


« Reply #5 on: October 25, 2013, 07:31:52 AM »

Thank you so much for your feedback!
Yes, it's a slider animation. But I have divided into 6 parts animation and animated parts with different time. Then assemble the parts in the video editing program, a little edit, add music and titles.

Here is the complete code:

Code:
#group Burning Ship
#include "Progressive2DJulia.frag"
#include "Complex.frag"

uniform float var1; slider[0,0,10]
uniform float var2; slider[0,1,2]
uniform float var3; slider[1.53106,1.532,1.54384]
uniform float var4; slider[0,1,10]

 //  Burning Ship Fractal
 // (Implementation by Syntopia)

vec2 formula(vec2 z, vec2 c) {
       z = abs(z)+sin(z-var1) * tan(c*var2) * var4;
       z = cMul(z,z);
       z.y = z.y;
       z += -c+tan(var3/c);
return z;
 }


#preset 1anim
Center = -0.204626,0.143127
Zoom = 27.1793
Gamma = 0.625
ToneMapping = 1
Exposure = 1
Brightness = 0.95505
Contrast = 1.1067
Saturation = 1.0674
AARange = 2
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 3
R = 0.2314
G = 0.56198
B = 1
C = 0.51136
Julia = true
JuliaX = 0.405194
JuliaY = 0.0374169
ShowMap = false
MapZoom = 0.01
EscapeSize = 0
ColoringType = 0
ColorFactor = 0
var1 = 5.83336
var2 = 0.00476641
var3 = 1.53106
var4 = 13.3668
/// var3:Linear:0:1.53106:1.53328:1:750:0.3:1:1.7
#endpreset

#preset 2anim
Center = -0.204626,0.143127
Zoom = 27.1793
Gamma = 0.625
ToneMapping = 1
Exposure = 1
Brightness = 0.95505
Contrast = 1.1067
Saturation = 1.0674
AARange = 2
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 3
R = 0.2314
G = 0.56198
B = 1
C = 0.51136
Julia = true
JuliaX = 0.405194
JuliaY = 0.0374169
ShowMap = false
MapZoom = 0.01
EscapeSize = 0
ColoringType = 0
ColorFactor = 0
var1 = 5.83336
var2 = 0.00476641
var3 = 1.53347
var4 = 13.3668
/// var3:Linear:0:1.53328:1.53517:1:1501:0.3:1:1.7
#endpreset

#preset 3anim
Center = -0.204626,0.143127
Zoom = 27.1793
Gamma = 0.625
ToneMapping = 1
Exposure = 1
Brightness = 0.95505
Contrast = 1.1067
Saturation = 1.0674
AARange = 2
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 3
R = 0.2314
G = 0.56198
B = 1
C = 0.51136
Julia = true
JuliaX = 0.405194
JuliaY = 0.0374169
ShowMap = false
MapZoom = 0.01
EscapeSize = 0
ColoringType = 0
ColorFactor = 0
var1 = 5.83336
var2 = 0.00476641
var3 = 1.53571
var4 = 13.3668
/// var3:Linear:0:1.53517:1.53733:1:6000:0.3:1:1.7
#endpreset

#preset 4anim
Center = -0.204626,0.143127
Zoom = 27.1793
Gamma = 0.625
ToneMapping = 1
Exposure = 1
Brightness = 0.95505
Contrast = 1.1067
Saturation = 1.0674
AARange = 2
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 3
R = 0.2314
G = 0.56198
B = 1
C = 0.51136
Julia = true
JuliaX = 0.405194
JuliaY = 0.0374169
ShowMap = false
MapZoom = 0.01
EscapeSize = 0
ColoringType = 0
ColorFactor = 0
var1 = 5.83336
var2 = 0.00476641
var3 = 1.53762
var4 = 13.3668
/// var3:Linear:0:1.53733:1.54022:1:751:0.3:1:1.7
#endpreset

#preset 5anim
Center = -0.204626,0.143127
Zoom = 27.1793
Gamma = 0.625
ToneMapping = 1
Exposure = 1
Brightness = 0.95505
Contrast = 1.1067
Saturation = 1.0674
AARange = 2
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 3
R = 0.2314
G = 0.56198
B = 1
C = 0.51136
Julia = true
JuliaX = 0.405194
JuliaY = 0.0374169
ShowMap = false
MapZoom = 0.01
EscapeSize = 0
ColoringType = 0
ColorFactor = 0
var1 = 5.83336
var2 = 0.00476641
var3 = 1.54061
var4 = 13.3668
/// var3:Linear:0:1.54022:1.54061:1:751:0.3:1:1.7
#endpreset

#preset 6anim
Center = -0.204626,0.143127
Zoom = 27.1793
Gamma = 0.625
ToneMapping = 1
Exposure = 1
Brightness = 0.95505
Contrast = 1.1067
Saturation = 1.0674
AARange = 2
AAExp = 1
GaussianAA = false
Iterations = 1000
PreIterations = 3
R = 0.2314
G = 0.56198
B = 1
C = 0.51136
Julia = true
JuliaX = 0.405194
JuliaY = 0.0374169
ShowMap = false
MapZoom = 0.01
EscapeSize = 0
ColoringType = 0
ColorFactor = 0
var1 = 5.83336
var2 = 0.00476641
var3 = 1.54384
var4 = 13.3668
/// var3:Linear:0:1.54061:1.54384:1:751:0.3:1:1.7
#endpreset

I thought it was more convenient. When my weak graphics card in case of failure, you can re-render what you do one piece.
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barcud
Navigator
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Posts: 69


« Reply #6 on: November 06, 2013, 11:47:48 AM »

Nice one!!  shocked
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