Feel free to copy and paste any of these 26 formulas to check these fractals out for yourself!
Mandelbrot:
z=z^power + pixel;
Mandelbar Vertical:
z=conj(z^power + pixel);
Mandelbar Horizontal:
z=-conj(z^power + pixel);
Burning Ship:
z=abs(z^power + pixel);
Buffalo:
z=abs(z^power) + pixel;
BS Partial Imaginary:
z=real(z^power + pixel) + imag(abs(z^power + pixel))*flip(1);
BS Partial Real:
z=real(abs(z^power + pixel)) + imag(z^power + pixel)*flip(1);
BS Partial Real Mandelbar:
z=real(abs(z^power + pixel)) - imag(z^power + pixel)*flip(1);
Celtic:
z=real(abs(z^power) + pixel) + flip(1)*imag(z^power + pixel);
Celtic Mandelbar:
z=real(abs(z^power) + pixel) - flip(1)*imag(z^power + pixel);
Buffalo Partial Imaginary:
z=real(z^power + pixel) + flip(1)*imag(abs(z^power) + pixel);
Quasi Burning Ship:
z = real(abs(z^power + pixel)) + imag(abs(z^power) + pixel)*flip(1);
Celtic BS:
z = (abs(z)^power);
z = z - real(z) + abs(real(z)) + pixel;
Celtic BS Partial Imaginary:
z=(((real(z)) + abs(imag(z))*flip(1))^(power/2))^2;
z = z - real(z) + abs(real(z)) + pixel;
Celtic BS Partial Real:
z=(((real(abs(z))) + imag(z)*flip(1))^(power/2))^2;
z = z - real(z) + abs(real(z)) + pixel;
Celtic BS Partial Real Mandelbar:
z=(((real(abs(z))) + imag(z)*flip(1))^(power/2))^2;
z = z - real(z) + abs(real(z)) + pixel;
z = conj(z);
False Quasi Heart:
z=((real(abs(z)) + imag(z)*flip(1))^(power/2) + pixel)^2;
False Quasi Perpendicular:
z=((real(abs(z)) - imag(z)*flip(1))^(power/2) + pixel)^2;
Quasi Heart:
if (imag(z) > 0) {
z=abs(abs(z)^(power/2))^2 + pixel;
} else {
z=(abs(abs(z)^(power/-2))^-2 + pixel);
}
Quasi Perpendicular:
if (imag(z) < 0) {
z=abs(abs(z)^(power/2))^2 + pixel;
} else {
z=(abs(abs(z)^(power/-2))^-2 + pixel);
}
Imag Quasi Perpendicular / Heart:
if (imag(z) > 0) {
z=abs(abs(z)^(power/2))^2 + pixel;
} else {
z=(abs(abs(z)^(power/-2))^-2 + pixel);
}
z = flip(z);
Celtic False Quasi Heart:
z=((real(abs(z)) + imag(z)*flip(1))^(power/2));
z = (z - real(z) + abs(real(z)) + pixel)^2;
Celtic False Quasi Perpendicular:
z=((real(abs(z)) - imag(z)*flip(1))^(power/2));
z = (z - real(z) + abs(real(z)) + pixel)^2;
Celtic Quasi Heart:
if (imag(z) < 0) {
z=(conj(abs(abs(z)^(power))) + pixel);
} else {
z=((abs(abs(z)^(power))) + pixel);
}
Celtic Quasi Perpendicular:
if (imag(z) < 0) {
z=(conj(abs(abs(z)^(power))) + pixel);
} else {
z=((abs(abs(z)^(power))) + pixel);
}
z = conj(z);
Celtic Imaginary Quasi Perpendicular / Heart:
if (imag(z) < 0) {
z=(conj(abs(abs(z)^(power))) + pixel);
} else {
z=((abs(abs(z)^(power))) + pixel);
}
z = flip(z);
Linkback: https://fractalforums.org/chaospro/56/all-of-kosmic-stardusts-abs-variations/1317/