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Author Topic: Benesi "pinetree" (fold+bulb)  (Read 5050 times)
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M Benesi
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« Reply #75 on: October 25, 2015, 02:50:30 AM »

Cool.  That might work, but for some reason I don't think it will be quite as smooth (I'm often wrong... the only way to check is to test it out).  As a matter of fact, I think the major difference in the 2 images above is... one uses 4 iterations of Pine1 before the transform, the other uses 3.  See... I told you I make lots of mistakes.  cheesy


  The math/geometry of T2 and T3 is:  Rotate, Transform (T2 or T3), Rotate back.  My idea is to blend the transforms inside the rotation, instead of outside.  The 2 transforms are quite similar...  Luca's descriptions are in the code block below.  Just made another transform because I was thinking about it.  I'll make up an original name for this one.  Maybe... transform 4?  cheesy  

T4:

T4 with XYZ pixel too, like the next 2 images...


  These next 3 images have an additional transform (2?? or 3???) later on.  The 2 images above this do not.  You can see that it changes the details a bit.  Question: do the transforms have a different effect if you select odd or even numbers of prior iterations?  For some reason, I think that it does. 

T4, xyz, extra transform 2 later on:



T2:


T3... This one also has full xyz pixel component added in at one point, which makes it wavier in areas... and maybe other stuff...:


* BenesiTransform4.m3f (1.28 KB - downloaded 33 times.)
« Last Edit: October 25, 2015, 03:21:03 AM by M Benesi » Logged

KRAFTWERK
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« Reply #76 on: October 25, 2015, 04:02:39 PM »

...And Johan - where is the pretty image horsie riding Smiling Mandelbrot

Too little time... smiley Here is a one default setting render...



* BenesiPIne2_ByFractalMathematics.com.jpg (167.78 KB, 750x1000 - viewed 61 times.)
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thargor6
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« Reply #77 on: October 28, 2015, 10:26:26 PM »

One more play with the JIT-version of this formula:
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DarkBeam
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« Reply #78 on: October 29, 2015, 12:17:55 AM »

Great work Johan and Andreas... smiley
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M Benesi
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« Reply #79 on: October 29, 2015, 01:27:25 AM »

Very nice.  Thank you for using the formula!
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« Reply #80 on: October 29, 2015, 04:08:00 PM »

Very nice.  Thank you for using the formula!

It's an honor!  afro And thank you Luca!
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M Benesi
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« Reply #81 on: October 30, 2015, 06:39:08 AM »

I don't know if anyone noticed that the 0,0,0 Julia of this fractal is arranged like a stellated octahedron.  That's the next project..  aligning a stellated octahedron (maybe a pseudo-Sierpinski type) and hybridizing it with this fractal.

  I had something I thought was one... but now I'm not too sure (actually.. I don't think it is):
<a href="https://www.youtube.com/v/GC8IKrIB1pA&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/GC8IKrIB1pA&rel=1&fs=1&hd=1</a>

  Luca showed me the shape's formula in M3D, but it's DIFS...
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DarkBeam
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« Reply #82 on: October 30, 2015, 09:36:03 AM »

Difs are calculated in one shot, so hybrids are not possible.
In other words given x, y, z they just return the distance estimation. I hope it is clear?  A Beer Cup

on the other hand. Using difs you can create more general fractals replicating even de combinates and fractals with more than three variables like phoenix ... etc wink
Of course you must handle the bailout the cycle everything.
I wanted to import the script by Bulatov but it is hyper complicated...
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M Benesi
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« Reply #83 on: October 30, 2015, 06:23:28 PM »

  So Luca.. I can maybe extract what I want from the binary... and make a plain formula.  I'll have to look.  Doing other things now.  cheesy
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M Benesi
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« Reply #84 on: November 02, 2015, 08:45:45 AM »

Pine tree frag with lolsquares.  cheesy  Will add more lolsquares functionality to it later.
  Fixed DE for T3... cheesy   Thanks Mclarekin...


* pine with options DE.frag (14.62 KB - downloaded 30 times.)
« Last Edit: November 02, 2015, 05:00:44 PM by M Benesi » Logged

mclarekin
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« Reply #85 on: November 02, 2015, 09:57:58 AM »

Looking even better afro


BTW   .frag  is missing    dr*=T3Scale;
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M Benesi
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« Reply #86 on: November 03, 2015, 07:32:54 AM »

  Fixed DE yesterday, thanks!

So I need to work on getting these formulas ported to M3D.  I'm thinking the separate cube to sphere, and sphere to cube formulas, and a combo formula with Pine Tree 1, so we don't have to use a whole bunch of formula tabs to use it...

from the frag:
Code:
sr32=sqrt(3/2); //both use square root of 3/2 ...
// spheric  code
 rCyz= (z.y*z.y)/(z.z*z.z);
 rCxyz= (z.y*z.y+z.z*z.z)/(z.x*z.x);
if (rCyz<1.) {rCyz=sqrt(rCyz+1.);} else {rCyz=sqrt(1./rCyz+1.);}
if (rCxyz<1.) {rCxyz=sqrt(rCxyz+1.);} else {rCxyz=sqrt(1./rCxyz+1.);}

z.yz*=rCyz;  
z*=rCxyz/sr32;  


// unSpheric

 rCyz= (z.y*z.y)/(z.z*z.z);
if (rCyz<1.) {rCyz=1./sqrt(rCyz+1.);} else {rCyz=1./sqrt(1./rCyz+1.);}
z.yz*=rCyz;

 rCxyz= (z.y*z.y+z.z*z.z)/(z.x*z.x);
if (rCxyz<1.) {rCxyz=1./sqrt(rCxyz+1.);} else {rCxyz=1./sqrt(1./rCxyz+1.);}
z*=rCxyz*sr32;
 

  That might be tomorrows work.
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DarkBeam
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« Reply #87 on: November 03, 2015, 10:43:29 AM »

This is what I experienced;
People tend to ignore transforms.
Also they ignore slow formulas.
Even worse transforms that must be used in conjunction!
They tend to use easy to handle formulas and to combine them in a random way.
That is why I did your formulas that way smiley
More importantly there is already a tospherical/invsph transform for MB3D wink
« Last Edit: November 03, 2015, 11:01:05 AM by DarkBeam » Logged

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M Benesi
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« Reply #88 on: November 03, 2015, 05:18:25 PM »

hahahha... Awesome.  Less work... whoops.  IT does work.. cheesy  Maybe not exactly how I expected it.

  Ehh... So...  I looked at them some more.  While they can transform an amazing box to a sphere, and back, they don't have the same effects.  They introduce distortions and stuff... and they don't work like the sphere transforms I wrote. 

  I'll try them on some other stuff.. but they don't seem to be working the same way.  Instead of making a "squary" pine tree, they make a brain:

« Last Edit: November 03, 2015, 06:09:36 PM by M Benesi » Logged

DarkBeam
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« Reply #89 on: November 03, 2015, 06:20:24 PM »

Ah!!! That's because you are not using really the standard spherical coordinates! smiley Because the transforms itself do their work smiley
That's right. You are maybe doing a "spherization"?
Luca
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