M Benesi
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« on: September 10, 2016, 08:03:56 AM » |
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It's also a plane! If you set the RotXYangle=0, it's a plane. RotIter changes the starting iteration of the rotation (which is applied every iteration thereafter). Basically, it's a thin cylinder, copied around a bunch. I think eventually we could try a more complex shape to copy, but until then. Try changing the splitrads around in the presets. You might want to increase the range in the code (of the splitrads) so the sliders don't stop you. I set it low (-20 to 20) because I wanted a bit more control?? hmm... funball.frag: https://drive.google.com/open?id=0B0EcJQ49B_yOMTlBSk0yYVN1am8I use a modified ray tracer, so you'll have to change the include statement to the name of a raytracer you have, if you don't have this one. #version 120 #info Funball. Benesi. #define providesInit const float pi=2.*1.570796326794897; const float pi2=2.*pi;
#include "MathUtils.frag" // Change the raytracer if you don't have this one!!! // colors are set up for it though... #include "Fast-Raytracer-with-Textures.frag"
float sr32=1.2247448713915890491; uniform float time; float dummy(vec3 p) { p*=time; return time; } const float sr13=sqrt(1./3.); const float sr23=sqrt (2./3.);
// Number of fractal iterations. uniform int Iterations; slider[0,5,100]
//uniform int ColorIterations; slider[0,8,100]
uniform float lengthC; slider[0,10,30] uniform float widthC;slider[-2,0,2]
// NOTE: // going to add a polygon (not polyhedral!) to circle // transform later, for application at some iteration/iterations // it will hopefully... do neat stuff like it did in M3D // Benesi
//uniform int StellIter; slider[0,0,30] //uniform float starangle;slider[-3.1416,0.0,3.1416] //uniform float starangle2;slider[-3.1416,0.00,3.1416]
//set both sides to 3 for a tetra hedron, 4 for a cube, and that's it for the Platonics from this set //uniform float sides;slider[2.0,6.0,15.0] //uniform float sides2;slider[2.0,8.0,15.0] /* vec3 Stellate (inout vec3 z) { float rCyz=abs(atan(z.z,z.y)); float i=1.; while (rCyz>pi/sides && i<sides) {rCyz-=pi2/sides; i++;} rCyz=abs(rCyz); z.yz*=(cos(pi/sides*.5)*cos(rCyz-starangle))/cos(pi/(sides)*.5-starangle); float rCxyz; rCxyz= abs(atan(sqrt(z.y*z.y+z.z*z.z),z.x)); i=1.; while (rCxyz>pi/sides2 && i<sides2) {rCxyz-=pi2/sides2; i++;} rCxyz=abs(rCxyz); z*=(cos(pi/sides2*.5)*cos(rCxyz-starangle2))/cos(pi/(sides2)*.5-starangle2); rCyz= (z.y*z.y)/(z.z*z.z);
if (rCyz<1.) {rCyz=sqrt(rCyz+1.);} else {rCyz=sqrt(1./rCyz+1.);}
rCxyz= (z.y*z.y+z.z*z.z)/(z.x*z.x); if (rCxyz<1.) {rCxyz=sqrt(rCxyz+1.);} else {rCxyz=sqrt(1./rCxyz+1.);} z*=rCxyz; z.yz*=rCyz; return(z);
}
*/
//uniform vec3 RotVector; slider[(-1,-1,-1),(1,1,1),(1,1,1)] //uniform float RotAngle; slider[-360.00,0,360]
uniform float RotXYangle; slider[-360.00,0,360] uniform int RotIter;slider[0,1,99]
//mat3 rot; mat3 rotxy; //mat3 rotinv; void init() { rotxy = rotationMatrix3(vec3(0,0,1), RotXYangle); //rot = rotationMatrix3(normalize(RotVector), RotAngle); //rotinv= rotationMatrix3(normalize(RotVector), -RotAngle); }
uniform int Splits1; slider[1,4,33] uniform int splititer1; slider[0,1,20]
uniform int Splits2; slider[1,4,33] uniform int splititer2; slider[0,1,20]
uniform int Splits3; slider[1,4,33] uniform int splititer3; slider[0,1,20]
uniform int Splits4; slider[1,4,33] uniform int splititer4; slider[0,1,20]
int spliti2=splititer1+splititer2; int spliti3=spliti2+splititer3; int spliti4=spliti3+splititer4;
//increase the limits if you want too..... uniform float Splitrad1; slider[-20,1,20] uniform float Splitrad2; slider[-20,1,20] uniform float Splitrad3; slider[-20,1,20] uniform float Splitrad4; slider[-20,1,20]
float splits=Splits1; float splitrad=Splitrad1;
vec3 split(inout vec3 z) { //int split version!!!!!
float ryz; float ratrack=pi2-pi2/splits; float rotadjust=-pi/splits; float pintrack=pi/splits; float pi2splits=pi2/splits; float i=0.0; float omega=atan(z.z,z.y); if (omega<0.0) {omega+=pi2;}
while (omega>pi2splits && i<floor(splits+1.0)) { i+=1.0; rotadjust+=ratrack; pintrack+=pi2splits; omega-=pi2splits; } z.y-=cos(pintrack)*splitrad; z.z-=sin(pintrack)*splitrad; ryz=sqrt(z.y*z.y+z.z*z.z); omega=atan(z.z,z.y)+rotadjust; z.y=cos(omega)*ryz; z.z=sin(omega)*ryz; return z; }
//#include "FeedBack.frag"
float DE(vec3 z) { int n = 1; int m=n; while (n <= Iterations) { if (n>=RotIter) {z*=rotxy;}
if (m<=splititer1) {splits=Splits1;splitrad=Splitrad1; split(z);} else if (m<spliti2) {splits=Splits2;splitrad=Splitrad2; split(z);} else if (m<spliti3) {splits=Splits3; splitrad=Splitrad3;split(z);} else if (m<spliti4) {splits=Splits4;splitrad=Splitrad4; split(z);} else {split(z);m=0;} m++;
orbitTrap = min(orbitTrap, vec4(abs(z),length(z)));
n++; }
return max(length(z.xz)-widthC,abs(z.y)-lengthC); //yup, it's a cylinder }
#preset Default FOV = 0.4 Eye = 29.14345,-1.519427,-2.139277 Target = 4.300402,0.4048966,-0.2264567 DepthToAlpha = true depthMag = 1 ShowDepth = false AntiAlias = 1 Detail = -2.3 DetailAO = -0.5 FudgeFactor = 1 MaxRaySteps = 110 BoundingSphere = 4 Dither = 0.5 NormalBackStep = 1 AO = 0,0,0,0.7 Specular = 4 SpecularExp = 16 SpotLight = 1,1,1,0.4 SpotLightDir = 0.1,0.1 CamLight = 1,1,1,1 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 20 Fog = 0 HardShadow = 0 ShadowSoft = 2 Reflection = 0 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 PalettePercent = 100 BackgroundColor = 0.0627451,0.0627451,0.04313725 GradientBackground = 0.3 pBaseColor = 0,0,0 BaseStrength = 0.3 cSpeed = 13 pOffset = 40.60151 pIntensity = 1.395349 color0 = 0,0.7294118,0.9490196 Sharp0to1 = false Dist0to1 = 1 color1 = 0.01176471,1,0.8862745 Sharp1to2 = false Dist1to2 = 1 color2 = 0.007843137,0.7019608,0.9960784 Sharp2to3 = false Dist2to3 = 1 color3 = 0.1568627,1,0.01176471 Sharp3to0 = false Dist3to0 = 1 orbitStrengthXYZR = 1,1,1,1 BaseColorTex = 1 tex1 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/burning-fire-.jpg tex2 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1005.jpg tex3 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1025.PNG tex4 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1034.jpg SpeedMult = 1 TextureSpeed = 1.216216 intensity = 2.5 orbitTexX = 0,0,0,0.1 orbitTexY = 0,0,0,1 TextureOffset = 76,28 BaseMapType = 0 testA = false tsides = 4 tsides2 = 4 HeightMapType = 0 HeightMap1Tex = 1 HeightIter = 0 HighStrength1 = 1 hTextureOffset1 = 0,0 hTextureSpeed1 = 1 HeightMap2Tex = 1 HeightIter2 = 0 HighStrength2 = 1 hTextureOffset2 = 0,0 hTextureSpeed2 = 1 HeightMap3Tex = 1 HeightIter3 = 0 HighStrength3 = 1 hTextureOffset3 = 0,0 hTextureSpeed3 = 1 HeightAngle3 = 3.14 HeightVector3 = 1,0,0 HeightStart3 = -1 HeightEnd3 = 1 HeightTextSpeed3 = 1 HeightTextIntensity3 = 1 DropOff = 1 cylinder = 0.01,9,0.2 Iterations = 22 ColorIterations = 8 FBTarget = 0,0,0 ApplyOnIteration = 0 FormulaType = 1 ApplicationType = 1 FeedbackRadius = 0.25 FeedbackStrength = 0.2 feednormdist = 0.01 FBRotVector = 0,0,0 FBRotAngle = 0 FeedBackCutOff = 60 MaxFeedbackValue = 10 TargetDepthMult = 0.1 FeedbackVariable1 = 1 FeedbackVariable2 = 1 FeedbackVariable3 = 1 RotVector = 0,0,1 RotAngle = 0 RotIter = 1 Splits1 = 5 splititer1 = 6 Splits2 = 3 splititer2 = 9 Splits3 = 4 splititer3 = 1 Splits4 = 7 splititer4 = 4 rotaddin = 0 Splitrad1 = 1.492537 Splitrad2 = 2.208955 Splitrad3 = 1.492537 Splitrad4 = 1.134328 RotXYangle = 18.60656 Up = -0.058801,-0.9699836,0.2121306 #endpreset
#preset CrazyBall2 FOV = 0.4 Eye = 45.92135,19.41448,-3.782594 Target = 0,0,0 DepthToAlpha = true depthMag = 1 ShowDepth = false AntiAlias = 1 Detail = -2.3 DetailAO = -0.5 FudgeFactor = 1 MaxRaySteps = 110 BoundingSphere = 4 Dither = 0.5 NormalBackStep = 1 AO = 0,0,0,0.7 Specular = 4 SpecularExp = 16 SpotLight = 1,1,1,0.4 SpotLightDir = 0.1,0.1 CamLight = 1,1,1,1 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 20 Fog = 0 HardShadow = 0 ShadowSoft = 2 Reflection = 0 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 PalettePercent = 100 BackgroundColor = 0.0627451,0.0627451,0.04313725 GradientBackground = 0.3 pBaseColor = 0,0,0 BaseStrength = 0.3 cSpeed = 13 pOffset = 40.60151 pIntensity = 1.395349 color0 = 0,0.7294118,0.9490196 Sharp0to1 = false Dist0to1 = 1 color1 = 0.01176471,1,0.8862745 Sharp1to2 = false Dist1to2 = 1 color2 = 0.007843137,0.7019608,0.9960784 Sharp2to3 = false Dist2to3 = 1 color3 = 0.1568627,1,0.01176471 Sharp3to0 = false Dist3to0 = 1 orbitStrengthXYZR = 1,1,1,1 BaseColorTex = 1 tex1 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/burning-fire-.jpg tex2 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1005.jpg tex3 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1025.PNG tex4 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1034.jpg SpeedMult = 1 TextureSpeed = 1.216216 intensity = 2.5 orbitTexX = 0,0,0,0.1 orbitTexY = 0,0,0,1 TextureOffset = 76,28 BaseMapType = 0 testA = false tsides = 4 tsides2 = 4 HeightMapType = 0 HeightMap1Tex = 1 HeightIter = 0 HighStrength1 = 1 hTextureOffset1 = 0,0 hTextureSpeed1 = 1 HeightMap2Tex = 1 HeightIter2 = 0 HighStrength2 = 1 hTextureOffset2 = 0,0 hTextureSpeed2 = 1 HeightMap3Tex = 1 HeightIter3 = 0 HighStrength3 = 1 hTextureOffset3 = 0,0 hTextureSpeed3 = 1 HeightAngle3 = 3.14 HeightVector3 = 1,0,0 HeightStart3 = -1 HeightEnd3 = 1 HeightTextSpeed3 = 1 HeightTextIntensity3 = 1 DropOff = 1 cylinder = 0.01,9,0.2 Iterations = 22 ColorIterations = 8 FBTarget = 0,0,0 ApplyOnIteration = 0 FormulaType = 1 ApplicationType = 1 FeedbackRadius = 0.25 FeedbackStrength = 0.2 feednormdist = 0.01 FBRotVector = 0,0,0 FBRotAngle = 0 FeedBackCutOff = 60 MaxFeedbackValue = 10 TargetDepthMult = 0.1 FeedbackVariable1 = 1 FeedbackVariable2 = 1 FeedbackVariable3 = 1 RotVector = 0,0,1 RotAngle = 0 RotIter = 0 Splits1 = 5 splititer1 = 7 Splits2 = 2 splititer2 = 5 Splits3 = 4 splititer3 = 3 Splits4 = 7 splititer4 = 4 rotaddin = 0 Splitrad1 = 6.597015 Splitrad2 = 3.641792 Splitrad3 = -0.2089552 Splitrad4 = 1.850746 RotXYangle = -22.42857 Up = 0.2868111,-0.6445413,0.1737745 #endpreset
#preset SplitPlane FOV = 0.4 Eye = 50,30.75957,-5.800992 Target = 22.36615,15.47297,-3.041924 DepthToAlpha = true depthMag = 1 ShowDepth = false AntiAlias = 1 Detail = -2.3 DetailAO = -0.5 FudgeFactor = 1 MaxRaySteps = 110 BoundingSphere = 4 Dither = 0.5 NormalBackStep = 1 AO = 0,0,0,0.7 Specular = 4 SpecularExp = 16 SpotLight = 1,1,1,0.4 SpotLightDir = 0.1,0.1 CamLight = 1,1,1,1 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 20 Fog = 0 HardShadow = 0 ShadowSoft = 2 Reflection = 0 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 PalettePercent = 100 BackgroundColor = 0.0627451,0.0627451,0.04313725 GradientBackground = 0.3 pBaseColor = 0,0,0 BaseStrength = 0.3 cSpeed = 13 pOffset = 40.60151 pIntensity = 1.395349 color0 = 0,0.7294118,0.9490196 Sharp0to1 = false Dist0to1 = 1 color1 = 0.01176471,1,0.8862745 Sharp1to2 = false Dist1to2 = 1 color2 = 0.007843137,0.7019608,0.9960784 Sharp2to3 = false Dist2to3 = 1 color3 = 0.1568627,1,0.01176471 Sharp3to0 = false Dist3to0 = 1 orbitStrengthXYZR = 1,1,1,1 BaseColorTex = 1 tex1 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/burning-fire-.jpg tex2 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1005.jpg tex3 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1025.PNG tex4 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1034.jpg SpeedMult = 1 TextureSpeed = 1.216216 intensity = 2.5 orbitTexX = 0,0,0,0.1 orbitTexY = 0,0,0,1 TextureOffset = 76,28 BaseMapType = 0 testA = false tsides = 4 tsides2 = 4 HeightMapType = 0 HeightMap1Tex = 1 HeightIter = 0 HighStrength1 = 1 hTextureOffset1 = 0,0 hTextureSpeed1 = 1 HeightMap2Tex = 1 HeightIter2 = 0 HighStrength2 = 1 hTextureOffset2 = 0,0 hTextureSpeed2 = 1 HeightMap3Tex = 1 HeightIter3 = 0 HighStrength3 = 1 hTextureOffset3 = 0,0 hTextureSpeed3 = 1 HeightAngle3 = 3.14 HeightVector3 = 1,0,0 HeightStart3 = -1 HeightEnd3 = 1 HeightTextSpeed3 = 1 HeightTextIntensity3 = 1 DropOff = 1 cylinder = 0,9,0.2 Iterations = 23 ColorIterations = 8 FBTarget = 0,0,0 ApplyOnIteration = 0 FormulaType = 1 ApplicationType = 1 FeedbackRadius = 0.25 FeedbackStrength = 0.2 feednormdist = 0.01 FBRotVector = 0,0,0 FBRotAngle = 0 FeedBackCutOff = 60 MaxFeedbackValue = 10 TargetDepthMult = 0.1 FeedbackVariable1 = 1 FeedbackVariable2 = 1 FeedbackVariable3 = 1 RotVector = 0,0,1 RotAngle = 0 RotIter = 0 Splits1 = 5 splititer1 = 7 Splits2 = 2 splititer2 = 5 Splits3 = 4 splititer3 = 3 Splits4 = 7 splititer4 = 4 rotaddin = 0 Splitrad1 = 10 Splitrad2 = 4 Splitrad3 = 4.985075 Splitrad4 = 3.641791 RotXYangle = 0 Up = 0.3494966,-0.6016051,0.1672464 #endpreset
#preset IncreaseSplitrad3 FOV = 0.4 Eye = 50,30.75957,-5.800992 Target = 22.36615,15.47297,-3.041924 DepthToAlpha = true depthMag = 1 ShowDepth = false AntiAlias = 1 Detail = -2.3 DetailAO = -0.5 FudgeFactor = 1 MaxRaySteps = 110 BoundingSphere = 4 Dither = 0.5 NormalBackStep = 1 AO = 0,0,0,0.7 Specular = 4 SpecularExp = 16 SpotLight = 1,1,1,0.4 SpotLightDir = 0.1,0.1 CamLight = 1,1,1,1 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 20 Fog = 0 HardShadow = 0 ShadowSoft = 2 Reflection = 0 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 PalettePercent = 100 BackgroundColor = 0.0627451,0.0627451,0.04313725 GradientBackground = 0.3 pBaseColor = 0,0,0 BaseStrength = 0.3 cSpeed = 13 pOffset = 40.60151 pIntensity = 1.395349 color0 = 0,0.7294118,0.9490196 Sharp0to1 = false Dist0to1 = 1 color1 = 0.01176471,1,0.8862745 Sharp1to2 = false Dist1to2 = 1 color2 = 0.007843137,0.7019608,0.9960784 Sharp2to3 = false Dist2to3 = 1 color3 = 0.1568627,1,0.01176471 Sharp3to0 = false Dist3to0 = 1 orbitStrengthXYZR = 1,1,1,1 BaseColorTex = 1 tex1 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/burning-fire-.jpg tex2 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1005.jpg tex3 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1025.PNG tex4 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1034.jpg SpeedMult = 1 TextureSpeed = 1.216216 intensity = 2.5 orbitTexX = 0,0,0,0.1 orbitTexY = 0,0,0,1 TextureOffset = 76,28 BaseMapType = 0 testA = false tsides = 4 tsides2 = 4 HeightMapType = 0 HeightMap1Tex = 1 HeightIter = 0 HighStrength1 = 1 hTextureOffset1 = 0,0 hTextureSpeed1 = 1 HeightMap2Tex = 1 HeightIter2 = 0 HighStrength2 = 1 hTextureOffset2 = 0,0 hTextureSpeed2 = 1 HeightMap3Tex = 1 HeightIter3 = 0 HighStrength3 = 1 hTextureOffset3 = 0,0 hTextureSpeed3 = 1 HeightAngle3 = 3.14 HeightVector3 = 1,0,0 HeightStart3 = -1 HeightEnd3 = 1 HeightTextSpeed3 = 1 HeightTextIntensity3 = 1 DropOff = 1 Iterations = 26 ColorIterations = 8 FBTarget = 0,0,0 ApplyOnIteration = 0 FormulaType = 1 ApplicationType = 1 FeedbackRadius = 0.25 FeedbackStrength = 0.2 feednormdist = 0.01 FBRotVector = 0,0,0 FBRotAngle = 0 FeedBackCutOff = 60 MaxFeedbackValue = 10 TargetDepthMult = 0.1 FeedbackVariable1 = 1 FeedbackVariable2 = 1 FeedbackVariable3 = 1 RotVector = 0,0,1 RotAngle = 0 RotIter = 0 Splits1 = 5 splititer1 = 7 Splits2 = 2 splititer2 = 5 Splits3 = 4 splititer3 = 3 Splits4 = 7 splititer4 = 7 RotXYangle = 0 Splitrad1 = 1.538461 Splitrad2 = -4.615385 Splitrad3 = -10.76923 Splitrad4 = 2.769231 lengthC = 18.34532 widthC = 0 Up = 0.3494966,-0.6016051,0.1672464 #endpreset
#preset Splitrad FOV = 0.4 Eye = 29.14345,-1.519427,-2.139277 Target = 4.300402,0.4048966,-0.2264567 DepthToAlpha = true depthMag = 1 ShowDepth = false AntiAlias = 1 Detail = -2.3 DetailAO = -0.5 FudgeFactor = 1 MaxRaySteps = 110 BoundingSphere = 4 Dither = 0.5 NormalBackStep = 1 AO = 0,0,0,0.7 Specular = 4 SpecularExp = 16 SpotLight = 1,1,1,0.4 SpotLightDir = 0.1,0.1 CamLight = 1,1,1,1 CamLightMin = 0 Glow = 1,1,1,0 GlowMax = 20 Fog = 0 HardShadow = 0 ShadowSoft = 2 Reflection = 0 EnableFloor = false FloorNormal = 0,0,0 FloorHeight = 0 FloorColor = 1,1,1 PalettePercent = 100 BackgroundColor = 0.0627451,0.0627451,0.04313725 GradientBackground = 0.3 pBaseColor = 0,0,0 BaseStrength = 0.3 cSpeed = 13 pOffset = 40.60151 pIntensity = 1.395349 color0 = 0,0.7294118,0.9490196 Sharp0to1 = false Dist0to1 = 1 color1 = 0.01176471,1,0.8862745 Sharp1to2 = false Dist1to2 = 1 color2 = 0.007843137,0.7019608,0.9960784 Sharp2to3 = false Dist2to3 = 1 color3 = 0.1568627,1,0.01176471 Sharp3to0 = false Dist3to0 = 1 orbitStrengthXYZR = 1,1,1,1 BaseColorTex = 1 tex1 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/burning-fire-.jpg tex2 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1005.jpg tex3 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1025.PNG tex4 = C:/Users/MBenesi/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/maps/1034.jpg SpeedMult = 1 TextureSpeed = 1.216216 intensity = 2.5 orbitTexX = 0,0,0,0.1 orbitTexY = 0,0,0,1 TextureOffset = 76,28 BaseMapType = 0 testA = false tsides = 4 tsides2 = 4 HeightMapType = 0 HeightMap1Tex = 1 HeightIter = 0 HighStrength1 = 1 hTextureOffset1 = 0,0 hTextureSpeed1 = 1 HeightMap2Tex = 1 HeightIter2 = 0 HighStrength2 = 1 hTextureOffset2 = 0,0 hTextureSpeed2 = 1 HeightMap3Tex = 1 HeightIter3 = 0 HighStrength3 = 1 hTextureOffset3 = 0,0 hTextureSpeed3 = 1 HeightAngle3 = 3.14 HeightVector3 = 1,0,0 HeightStart3 = -1 HeightEnd3 = 1 HeightTextSpeed3 = 1 HeightTextIntensity3 = 1 DropOff = 1 Iterations = 22 ColorIterations = 8 FBTarget = 0,0,0 ApplyOnIteration = 0 FormulaType = 1 ApplicationType = 1 FeedbackRadius = 0.25 FeedbackStrength = 0.2 feednormdist = 0.01 FBRotVector = 0,0,0 FBRotAngle = 0 FeedBackCutOff = 60 MaxFeedbackValue = 10 TargetDepthMult = 0.1 FeedbackVariable1 = 1 FeedbackVariable2 = 1 FeedbackVariable3 = 1 RotVector = 0,0,1 RotAngle = 0 RotIter = 1 Splits1 = 5 splititer1 = 6 Splits2 = 3 splititer2 = 9 Splits3 = 4 splititer3 = 1 Splits4 = 7 splititer4 = 4 RotXYangle = 18.60656 lengthC = 25.46763 widthC = 0 Splitrad1 = 6.153846 Splitrad2 = 37.69231 Splitrad3 = 43.84615 Splitrad4 = 11.53846 Up = -0.058801,-0.9699836,0.2121306 #endpreset
#preset KeyFrame.001 FOV = 0.4 Eye = -2.541803,-0.5598441,-1.38403 Target = 3.193846,1.186106,2.229 Up = -0.184223,0.9671923,-0.1749312 #endpreset
#preset KeyFrame.002 FOV = 0.4 Eye = -2.070433,-0.1533558,0.1076616 Target = 4.476472,1.692714,-1.544623 Up = -0.3142836,0.9255353,-0.2112114 #endpreset
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