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Author Topic: Mandelbrot whirlwind  (Read 4370 times)
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Timeroot
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« Reply #15 on: January 16, 2010, 07:41:01 AM »

Okay, I finally learned how to write code for Ultra Fractal. You can find a pretty general group of formulas for the ones mentioned here under ahm.ufm.  cheesy Is it possible to make 3D fractals in Ultra Fractal?
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David Makin
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« Reply #16 on: January 16, 2010, 01:48:20 PM »

Yes smiley

Here's my currently released wip 3D formula (old-style ufm type):

http://www.fractalgallery.co.uk/MMFwip3D.zip

If you'd prefer to use UF 5's class based coding then check out Ron Barnett's ray-tracer formulas in the "reb.*" formulas/library.

I will be releasing an update to my wip 3D formula either today or tomorrow.

I should add that you can do (escape-time) 3D IFS too - see mmf4.ufm:3D IFS
« Last Edit: February 05, 2010, 09:40:34 PM by David Makin » Logged

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Timeroot
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« Reply #17 on: January 16, 2010, 05:21:07 PM »

I'm sorry, I can't seem to get any of the 3D fractals to work. I tried the reb formulas and the mmf formulas, changing the color formulas appropriately. If it's 3D, I seem to always get either a blue, black, or transparent screen, with the exception of the reb "3D Fractal Raytrace". And I always let the image finish calcuating. ...help? huh?
« Last Edit: January 16, 2010, 05:37:31 PM by Timeroot » Logged

Someday, man will understand primary theory; how every aspect of our universe has come about. Then we will describe all of physics, build a complete understanding of genetic engineering, catalog all planets, and find intelligent life. And then we'll just puzzle over fractals for eternity.
David Makin
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« Reply #18 on: January 16, 2010, 06:42:19 PM »

I'm sorry, I can't seem to get any of the 3D fractals to work. I tried the reb formulas and the mmf formulas, changing the color formulas appropriately. If it's 3D, I seem to always get either a blue, black, or transparent screen, with the exception of the reb "3D Fractal Raytrace". And I always let the image finish calcuating. ...help? huh?

For my formula that I posted the link to then you shouild use mmf4.ucl:3D colouring direct as the *inside* colouring.
I'm not sure about Ron's formulas, I haven't used them for a while.
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The meaning and purpose of life is to give life purpose and meaning.

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Timeroot
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« Reply #19 on: January 17, 2010, 12:12:28 AM »

Hmm, now it works. I hadn't even changed anything. ...were the "alien overlords" passing overheard before, disrupting my computer? Must've been. Hmph.

Anyway, I guess you can't create 3D fractals in UF very easily then? I guess that's one advantage ChaosPro has over UF: If you write out your formula in terms of quaternions, it can handle the 3D slicing and projection for you. Ah well. I tried looking through your WIP, but I could only make a toe of it. No head nor tail.  sad
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Someday, man will understand primary theory; how every aspect of our universe has come about. Then we will describe all of physics, build a complete understanding of genetic engineering, catalog all planets, and find intelligent life. And then we'll just puzzle over fractals for eternity.
David Makin
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« Reply #20 on: January 17, 2010, 12:59:49 AM »

Hmm, now it works. I hadn't even changed anything. ...were the "alien overlords" passing overheard before, disrupting my computer? Must've been. Hmph.

Anyway, I guess you can't create 3D fractals in UF very easily then? I guess that's one advantage ChaosPro has over UF: If you write out your formula in terms of quaternions, it can handle the 3D slicing and projection for you. Ah well. I tried looking through your WIP, but I could only make a toe of it. No head nor tail.  sad

My formulas aren't known for their ease of reading (including by me) - I have a strong tendency to optimise rather than write for clarity - including what doesn't really need optimising - also I tend to omit comments smiley

Basically the global: sets up all the variables that are fixed for the entire render such as the view transformation, the light source array data etc.
Then the int: section is where the ray-tracing takes place.
The loop: section simply sends the required data to the colouring that's required to render the fractal.

UF gives you your 2D coords on a rectangle as #pixel and I basically use this rectangle as an image plane which is at a user specified distance from the user specified target and at user specified angles - the viewpoint being a user specified distance further from the target through the centre of the image plane.
So in the init: section the #pixel value is transformed to give our direction vector for the ray through the current pixel then we simply ray-trace from where this ray crosses the user specified front clipping plane.
The ray-tracing loop actually operates in up to 6 different states - calculate at current step on ray, calculate at current step+delta and calculate (at one step position only but maybe at step and at step+delta) for each of the 4 adjacent rays (for getting the normal at the found solid).

I hope that helps smiley
« Last Edit: January 17, 2010, 01:01:34 AM by David Makin » Logged

The meaning and purpose of life is to give life purpose and meaning.

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