Logo by Pauldelbrot - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Support us via Flattr FLATTR Link
 
*
Welcome, Guest. Please login or register. April 18, 2024, 02:01:10 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: [1]   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: Lake Hallow  (Read 758 times)
0 Members and 1 Guest are viewing this topic.
Sabine
Fractal Fertilizer
*****
Posts: 373



WWW
« on: October 30, 2016, 11:59:25 AM »

Lake Hallow



http://www.fractalforums.com/index.php?action=gallery;sa=view;id=19740

Starting point: Pseudo Kleinian/MengerSmooth-hybrid by Crist-JRoger:
Original PseudoKleinian by Knighty, MengerSmooth by Matt Benesi.

Code:
// Output generated from file: D:/fractal/Fragmentarium/Output/Crist-JRoger/pk smoothmenger/1.frag
// Created: Sun Oct 30 11:57:47 2016
#info Pseudo Kleinian hybrid with Smooth Menger

#define providesInit
//#define USE_IQ_CLOUDS
#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define MULTI_SAMPLE_AO

#include "MathUtils.frag"
//#include "DE-Kn2cr10.frag"
#include "DE-Kn2cr11.frag"

#group PseudoKleinian
uniform int MI; slider[0,5,20]
uniform float Size; slider[0,1,2]
uniform vec3 CSize; slider[(0,0,0),(1,1,1),(2,2,2)]
uniform vec3 C; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
uniform float DEoffset; slider[0,0,0.01]
uniform vec3 Offset; slider[(-1,-1,-1),(0,0,0),(1,1,1)]

uniform float Scale; slider[0.00,3.0,4.00]
uniform float s; slider[0.000,0.005,0.100]
uniform bool Sphere;checkbox[false]
uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]

mat3 rot;

void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}

uniform int Iterations;  slider[0,8,100]
uniform int ColorIterations;  slider[0,8,100]

vec3 convert3 (vec3 z) {
vec3 z2=normalize(abs(z));
float ang1=abs(atan(z2.y/z2.z));  
float r2=sqrt(z2.z*z2.z+z2.y*z2.y);
float ang2=abs(atan(r2/z2.x));
if (ang1<.7854) {ang1=1./cos(ang1);}  else {ang1=1./sin(ang1);}
if (ang2<.7854) {ang2=1./cos(ang2);}  else {ang2=1./sin(ang2);}
z.yz*=ang1;
z.xyz*=ang2;
return z;
}

float Menger(vec3 z)
{
float t=9999.0;
float sc=Scale;
float sc1=sc-1.0;
float sc2=sc1/sc;
vec3 C=vec3(1.0,1.0,.5);
float w=1.;
int n = 0;
if(Sphere) {z=convert3(z);}
while (n < Iterations) {
z = vec3(sqrt(z.x*z.x+s),sqrt(z.y*z.y+s),sqrt(z.z*z.z+s));
z = rot *z;
t=z.x-z.y;  t= .5*(t-sqrt(t*t+s));
z.x=z.x-t; z.y=z.y+t;
t=z.x-z.z; t= 0.5*(t-sqrt(t*t+s));
  z.x=z.x-t; z.z= z.z+t;
t=z.y-z.z;  t= 0.5*(t-sqrt(t*t+s));
  z.y=z.y-t;  z.z= z.z+t;
z.z = z.z-C.z*sc2;
z.z=-sqrt(z.z*z.z+s);
z.z=z.z+C.z*sc2;
z.x=sc*z.x-C.x*sc1;
z.y=sc*z.y-C.y*sc1;
z.z=sc*z.z;
w=w*sc;
if (n<ColorIterations) orbitTrap = min(orbitTrap, (vec4(abs(z),dot(z,z))));
n++;
}
return abs(length(z)-0.0 ) /w;
//return abs(length(z)-0.0 ) * pow(Scale, float(-n));
}

float Thing2(vec3 p){
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;
orbitTrap = min(orbitTrap, abs(vec4(p,dot(p,p))));
}
return abs(0.5*Menger(p*Offset)/DEfactor-DEoffset);
}

float DE(vec3 p){
return  Thing2(p);
}












#preset Default
FOV = 0.47058
Eye = 3.6534,1.659382,3.641103
Target = -3.119795,-6.782848,4.055419
Up = -0.0095236,-0.0246335,-0.6576298
Gamma = 0.6099152
ToneMapping = 5
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 1.5
Detail = -3.9
FudgeFactor = 0.60759
Dither = 0.35
NormalBackStep = 1 NotLocked
CamLight = 0.733333,0.917647,1,0.0132802
BaseColor = 0.541176,0.701961,0.611765
OrbitStrength = 0.9868074
X = 0.5,0.6,0.6,0.7
Y = 1,0.6,0,0.4
Z = 0.8,0.78,1,0.5
R = 0.4,0.7,1,0.12
BackgroundColor = 0.709804,0.541176,0.329412
GradientBackground = 0
CycleColors = false
Cycles = 1.1
EnableFloor = true NotLocked
FloorNormal = 0,0,1
FloorHeight = 3.824
FloorColor = 0.2117647,0.2823529,0.2823529
UpLock = false
FocalPlane = 1.167942
Aperture = 0.0085246
InFocusAWidth = 1
DofCorrect = true
ApertureNbrSides = 7
ApertureRot = 0
ApStarShaped = false
Bloom = true
BloomIntensity = 0.25
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
RefineSteps = 1
MaxRaySteps = 157
MaxDistance = 11
DetailAO = -1.04258
coneApertureAO = 0.5
maxIterAO = 20
FudgeAO = 1
AO_ambient = 0.7
AO_camlight = 0.84616
AO_pointlight = 2
AoCorrect = 0.6973255
Specular = 0.5489942
SpecularExp = 10
AmbiantLight = 1,1,1,0.7903226
Reflection = 0.1960784,0.1333333,0.007843137
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 1,0.839216,0.701961,1
LightPos = 3.0338,1.0112,2.809
LightSize = 0.0563565
LightFallOff = 0.3093192
LightGlowRad = 0.6520293
LightGlowExp = 1.8243
HardShadow = 1
ShadowSoft = 0
ShadowBlur = 0
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
HF_Fallof = 5
HF_Const = 0
HF_Intensity = 0.85714
HF_Dir = 0,0,-1
HF_Offset = -3.8462
HF_Color = 0.666667,0.701961,0.839216,1
HF_Scatter = 0
HF_Anisotropy = 0,0,0
HF_FogIter = 1
HF_CastShadow = false
EnCloudsDir = true NotLocked
Clouds_Dir = -0.0238,0,1 NotLocked
CloudScale = 0.71113 NotLocked
CloudFlatness = 0.1125 NotLocked
CloudTops = 10 NotLocked
CloudBase = 1.6118 NotLocked
CloudDensity = 0.94737 NotLocked
CloudRoughness = 0.91526 NotLocked
CloudContrast = 1.25 NotLocked
CloudColor = 0.615686,0.662745,0.729412 NotLocked
CloudColor2 = 0.298039,0.254902,0.541176 NotLocked
SunLightColor = 0.360784,0.439216,0.694118 NotLocked
Cloudvar1 = 0 NotLocked
Cloudvar2 = 1 NotLocked
CloudIter = 5 NotLocked
CloudBgMix = 0.59524 NotLocked
MI = 14
Size = 1.38334
CSize = 1,1,0.95576
C = -1.5,0,0
DEoffset = 0.0005308
Offset = 1,0.2263536,1
Scale = 0.9643552
s = 0
Sphere = true
RotVector = 1,1,1
RotAngle = 33.80952
Iterations = 16
ColorIterations = 19
AutoFocus = false
AutoFocus = false
DepthToAlpha = true
#endpreset

« Last Edit: October 31, 2016, 10:54:18 AM by Sabine62 » Logged

sabine62.deviantart.com
3dickulus
Global Moderator
Fractal Senior
******
Posts: 1558



WWW
« Reply #1 on: October 30, 2016, 07:04:56 PM »

I think "smooth menger" is originally by M Benesi huh?

very nice primordial swamp wink
Logged

Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Sabine
Fractal Fertilizer
*****
Posts: 373



WWW
« Reply #2 on: October 30, 2016, 08:02:12 PM »

Thanks a lot, Dick A Beer Cup, also for the heads-up on the formula-origin, looked it up and you're perfectly right, it's one of Matt's. Edited the entry.
Logged

sabine62.deviantart.com
Pages: [1]   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
Lake Images Showcase (Rate My Fractal) Pauldelbrot 1 1123 Last post January 30, 2009, 03:09:35 AM
by HPDZ
Floating Lake Mandelbulb3D Gallery Sockratease 0 1331 Last post September 19, 2010, 08:28:54 PM
by Sockratease
mirror lake Images Showcase (Rate My Fractal) kaini 1 913 Last post April 21, 2011, 05:17:05 PM
by Pauldelbrot
Crystal lake Mandelbulb3D Gallery bib 0 921 Last post August 29, 2011, 08:08:48 AM
by bib
Desert Lake Mandelbulb3D Gallery bib 0 795 Last post November 08, 2011, 12:26:01 PM
by bib

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.129 seconds with 27 queries. (Pretty URLs adds 0.007s, 2q)