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Author Topic: Surface Entry  (Read 598 times)
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Tim Emit
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« on: September 02, 2016, 10:24:23 AM »

Surface Entry



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=19560

Played with the numbers a little - -

#info Theli-at\'s Pseudo Kleinian (Scale 1 JuliaBox + Something
#include \"DE-RaytracerK.frag\"
#include \"MathUtils.frag\"
#group PseudoKleinian

#define USE_INF_NORM

// Made by Knighty, see this thread:
// http://www.fractalforums.com/3d-fractal-generation/fragmentarium-an-ide-for-exploring-3d-fractals-and-other-systems-on-the-gpu/msg32270/#msg32270

// Maximum iterations
uniform int MI; slider[0,5,100]
uniform int ColorIterations;  slider[0,9,100]
// Bailout
//uniform float Bailout; slider[0,20,1000]

// Size
uniform float Size; slider[0,1,3]

// Cubic fold Size
uniform vec3 CSize; slider[(0,0,0),(1,1,1),(3,3,3)]

// Julia constant
uniform vec3 C; slider[(-73,-73,-74),(0,0,0),(73,73,73)]

// Thingy thickness
uniform float TThickness; slider[0,0.01,2]

// Thingy DE Offset
uniform float DEoffset; slider[0,0,0.01]

// Thingy Translation
uniform vec3 Offset; slider[(-2,-2,-2),(0,0,0),(1,1,1)]

float RoundBox(vec3 p, vec3 csize, float offset)
{
   vec3 di = abs(p) - csize;
   float k=max(di.x,max(di.y,di.z));
   return abs(k*float(k<0.)+ length(max(di,0.0))-offset);
}

float Thingy(vec3 p, float e){
   p-=Offset;
   return (abs(length(p.xy)*p.z)-e) / sqrt(dot(p,p)+abs(e));
}

float Thing2(vec3 p){
//Just scale=1 Julia box
   float DEfactor=1.;
      vec3 ap=p+1.;
   for(int i=0;i<MI && ap!=p;i++){
      ap=p;
      p=2.*clamp(p, -CSize, CSize)-p;
     
      float r2=dot(p,p);
      orbitTrap = min(orbitTrap, abs(vec4(p,r2)));
      float k=max(Size/r2,1.);

      p*=k;DEfactor*=k;
     
      p+=C;
   if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p,dot(p,p))));
   }
   //Call basic shape and scale its DE
   return abs(0.5*Thingy(p,TThickness)/DEfactor-DEoffset);
   
   //Alternative shape
   //return abs(0.5*RoundBox(p, vec3(1.,1.,1.), 1.0)/DEfactor-DEoffset);
   //Just a plane
   //return abs(0.5*abs(p.z-Offset.z)/DEfactor-DEoffset);
}

float DE(vec3 p){
   return  Thing2(p);//RoundBox(p, CSize, Offset);
}
































#preset default
FOV = 0.63028
Eye = -85.1588,-24.6022,-34.5052
Target = -71.7861,-48.4282,-36.8032
FocalPlane = 0.33094
Aperture = 0
InFocusAWidth = 0.65499
ApertureNbrSides = 8 NotLocked
ApertureRot = 298.796
ApStarShaped = false NotLocked
Gamma = 1.31185
ToneMapping = 3
Exposure = 1.6068
Brightness = 2.579
Contrast = 1.5629
Saturation = 1.26105
GaussianWeight = 4.1252
AntiAliasScale = 0.1603
Detail = -3.44477
DetailAO = -0.8701
FudgeFactor = 1
MaxRaySteps = 1852
Dither = 0.83165
NormalBackStep = 1
AO = 0,0,0,1
Specular = 0.14358
SpecularExp = 21.114
SpecularMax = 4.907
SpotLight = 0.929412,0.992157,1,0.86688
SpotLightDir = -0.4398,-0.27366
CamLight = 0.847059,0.756863,0.576471,0.74368
CamLightMin = 0.37621
Glow = 1,1,1,0.27081
GlowMax = 197
Fog = 0.53726
HardShadow = 0.30051 NotLocked
ShadowSoft = 17.7934
Reflection = 0.29866 NotLocked
DebugSun = false
ReflectionsNumber = 3
SunColor = 0.64822,0.09351,0.26145
BaseColor = 1,1,1
OrbitStrength = 0.59004
X = 0.5,0.6,0.6,0.28894
Y = 1,0.6,0,-0.08418
Z = 0.772549,1,0.701961,0.04146
R = 0.4,0.7,1,0.76744
BackgroundColor = 0.435294,0.282353,0.231373
GradientBackground = 0.84365
CycleColors = true
Cycles = 1.10947
EnableFloor = true NotLocked
FloorNormal = 0.14594,-0.1063,-0.2686
FloorHeight = -0.1621
FloorColor = 0.180392,0.333333,0.356863
MI = 75
ColorIterations = 3
TThickness = 1.92328
DEoffset = 0
Up = -0.54922,0.99134,-0.804632
Size = 3
CSize = 0.52863,0.40779,1.01574
C = -9.50168,-24.1207,-3.99566
Offset = -0.81899,0.59938,-1.8386
#endpreset
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