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Author Topic: Pottery - Morphing 3D Fractals in Ray Tracing  (Read 878 times)
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Alon Nahary
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Posts: 102



« on: December 08, 2016, 09:58:21 PM »

Rendered by my Julia3D software, ray tracing mode, one minutes a frame.
<a href="https://www.youtube.com/v/I8lT5wL80cg&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/I8lT5wL80cg&rel=1&fs=1&hd=1</a>
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Alon Nahary
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Posts: 102



« Reply #1 on: December 11, 2016, 08:45:25 AM »

More from this clip:


* Image_00029.jpg (77.62 KB, 960x540 - viewed 78 times.)
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Alon Nahary
Conqueror
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Posts: 102



« Reply #2 on: December 11, 2016, 08:46:04 AM »

More from this clip:


* Image_00330.jpg (66.06 KB, 960x540 - viewed 67 times.)
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Alon Nahary
Conqueror
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Posts: 102



« Reply #3 on: December 11, 2016, 08:46:33 AM »

More from this clip:


* Image_00902.jpg (93.44 KB, 960x540 - viewed 70 times.)
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Alon Nahary
Conqueror
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Posts: 102



« Reply #4 on: December 11, 2016, 08:47:52 AM »

More from this clip:


* Image_01241.jpg (98.97 KB, 960x540 - viewed 67 times.)
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slon_ru
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Posts: 167



WWW
« Reply #5 on: December 11, 2016, 03:49:08 PM »

Cool!  A Beer Cup
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DarkBeam
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Posts: 2512


Fragments of the fractal -like the tip of it


« Reply #6 on: December 12, 2016, 09:21:54 AM »

This looks like an unseen formula. Mind to share it? A Beer Cup
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No sweat, guardian of wisdom!
Alon Nahary
Conqueror
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Posts: 102



« Reply #7 on: December 12, 2016, 09:52:53 AM »

Most of what I try is original. I write a method like this one, then I random C values to see if I get anything special. I throw away most of what I find, but this one I kept.

Here is this code, returning true or false if a 3D location is in or out of the set:
m_qC is the C with random values from -1 to 1

////////////////////////////////////////////////////////////////////////////////////////////////
bool get3DJuliaColorAlg41(double *start)
{
   CVector3 z(start[1], start[0], start[2]);
   for (int i = 0; i < 30; i++)
   {
      double a = z.x*z.x - z.y*z.y - z.z*z.z;
      double b = 2 * z.x*z.z;
      double c = 2 * z.x*z.y;
      double newx = a + z.x * m_qC.x;
      double newy = b + z.y * m_qC.y;
      double newz = c + z.z * m_qC.z;
      if ((newx*newx + newy*newy + newz*newz) > 8)
         return false;
      z.x = newx;
      z.y = newy;
      z.z = newz;
   }

   return true;
}
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