The long waitMixpinski4ex/ReciprocalX3bMixpinski4ex/ReciprocalX3b
Mixpinski4ex/ReciprocalX3b
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Description: Mixpinski4ex and ReciprocalX3b both by darkbeam.
Mixpinski4ex ported to Fragmentarium by mclarekin.
ReciprocalX3b ported by me.
Code: [Select]
#define USE_IQ_CLOUDS
#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define MULTI_SAMPLE_AO
#define AUTOFOCUS
#include "MathUtils.frag"
#include "DE-kn2cr11.frag"

#group MixPinski
uniform float scaleM; slider[0,2,4]
uniform vec4 scaleC; slider[(-5,-5,-5,-5),(1.,1.,.5,.5),(5,5,5,5)]
uniform bool PreOffset; checkbox[false]
uniform vec4 offsetM; slider[(-5,-5,-5,-5),(0,0,0,0),(5,5,5,5)]
uniform float w; slider[-5,0,5]
uniform int MI; slider[0,10,250]
uniform int ColorIterations; slider[0,10,250]
uniform bool Zw; checkbox[true]
uniform float offsetD; slider[-20,0,20]

uniform bool reciprocalX3b;  checkbox[false]
uniform float Limiter1; slider[-2,0.67,2]
uniform float Limiter2; slider[-2,0.67,2]
uniform float mul1; slider[-2,1,2]
uniform float mul2; slider[-2,1,2]




float DE(vec3 p) {
float Dd = 1.0;
vec4 z=vec4(p,w);
float r2=0.;  //  r2 is a better term as we are using radius squared for bailout (dot(z,z) )

int i=0;
for(; i<MI; i++) {
if(PreOffset) z-=offsetM;

if(z.x+z.y<0.0) z.xy = -z.yx;
    if(z.x+z.z<0.0) z.xz = -z.zx;
    if(z.y+z.z<0.0) z.zy = -z.yz;
    if(z.x+z.w<0.0) z.xw = -z.wx;
    if(z.y+z.w<0.0) z.yw = -z.wy;
    if(z.z+z.w<0.0) z.zw = -z.wz;

z+=offsetM;

z.x= scaleM *z.x-scaleC.x*( scaleM -1.);
    z.y= scaleM *z.y-scaleC.y*( scaleM -1.);
    z.w= scaleM *z.w-scaleC.w*( scaleM -1.);
    z.z-=0.5*scaleC.z*( scaleM -1.)/ scaleM ;
    z.z=-abs(-z.z);
z.z+=0.5*scaleC.z*( scaleM -1.)/ scaleM ;
z.z= scaleM *z.z;
//z.w-=sin(z.w)+cos(z.w);
Dd *= scaleM; // for DE calc

if(Zw) r2=z.x*z.x+z.y*z.y+z.z*z.z + z.w * z.w; // bailout criteia, and I added in the z.w part to see if it  necessary
else  r2=z.x*z.x+z.y*z.y+z.z*z.z;

if(reciprocalX3b) z.x = sign(z.x) * (1/Limiter1) + (1/Limiter2) - (1/(abs(mul1*z.x)+ Limiter1)) + (1/(mul2 * z.x*z.x+ Limiter2));
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,z.w)));
}

float r = sqrt(r2);

//return (r - offsetD) / abs(Dd); // offsetD has a default of 0.0 which is the std case. The offsetD results are similar or maybe the same as adjusting Detail Level( Quality)
//float Iter = i; // this DE works also in openCL so it might be something to with "i" in Fragmentarium
//return sqrt(r)*pow(scaleM,-Iter);
return r/abs(Dd);

}





#preset Default
FOV = 0.2967864
Eye = -1.404005,0.3792183,-0.5557171
Target = -6.634797,-0.8162953,7.88286
Up = 0,1,0
EquiRectangular = false
Gamma = 1
ToneMapping = 5
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -4
FudgeFactor = 0.8761062
MaxRaySteps = 2255
NormalBackStep = 7 NotLocked
CamLight = 1,0.9490196,0.8862745,0.3444882
BaseColor = 0.9686275,0.9686275,0.9686275
OrbitStrength = 0.6798419
X = 0.9882353,0.9882353,0.9882353,1
Y = 0,0.1215686,0.6627451,1
Z = 1,0.003921569,0.9019608,1
R = 1,0.4509804,0,1
BackgroundColor = 0.5058824,0.7607843,0.8666667
GradientBackground = 0.8562691
CycleColors = true
Cycles = 21.41201
EnableFloor = true NotLocked
FloorNormal = 0,1,0
FloorHeight = 0.3172566
FloorColor = 0.5176471,0.7176471,0.7215686
FocalPlane = 0.5485798
Aperture = 0.0193237
InFocusAWidth = 0.1870647
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 0
ApStarShaped = true
Bloom = false
BloomIntensity = 0.5243297
BloomPow = 3.398438
BloomTaps = 50
BloomStrong = 1
RefineSteps = 1
MaxDistance = 5
Dither = 1
DetailAO = -0.3479924
coneApertureAO = 0.189911
maxIterAO = 26
FudgeAO = 0.4842407
AO_ambient = 1.037754
AO_camlight = 0.8895349
AO_pointlight = 0.7224927
AoCorrect = 0.8264621
Specular = 0.4
SpecularExp = 16
AmbiantLight = 0.8784314,0.9490196,1,0.3807615
Reflection = 0.6784314,0.6470588,0.6039216
ReflectionsNumber = 2
SpotGlow = true
SpotLight = 0.7490196,0.8431373,0.9058824,0.5527638
LightPos = -8.521401,4.474708,-11.98444
LightSize = 0
LightFallOff = 0.2385142
LightGlowRad = 0.8538993
LightGlowExp = 0.9270217
HardShadow = 1
ShadowSoft = 0
ShadowBlur = 0.0058708
perf = false
SSS = false
sss1 = 0.4701987
sss2 = 0.1447493
HF_Fallof = 0.1
HF_Const = 0
HF_Intensity = 0.0029528
HF_Dir = 0,0,1
HF_Offset = -9.194499
HF_Color = 0.6666667,0.9215686,0.972549,1.221557
HF_Scatter = 6.218075
HF_Anisotropy = 0.3803922,0.145098,0.007843137
HF_FogIter = 2
HF_CastShadow = true
EnCloudsDir = true
CloudDir = 0.2553191,0.4473988,-0.4034682
CloudScale = 0.4979412
CloudFlatness = 0
CloudTops = -0.7858546
CloudBase = -2.652259
CloudDensity = 0.4758621
CloudRoughness = 0.8056112
CloudContrast = 4.988009
CloudColor = 0.65,0.68,0.7
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.7,0.5,0.3
Cloudvar1 = 0.99
Cloudvar2 = 1
CloudIter = 5
CloudBgMix = 1
WindDir = 0,0,1
WindSpeed = 1
scaleM = 2.087954
scaleC = 0.0910834,0.388303,2.066155,0.4845602
PreOffset = true
offsetM = -0.9884282,-5,-0.4291224,-0.0337512
w = 0.337711
MI = 20
ColorIterations = 3
Zw = true
offsetD = 0
reciprocalX3b = true
Limiter1 = 1.270974
Limiter2 = 1.105111
mul1 = -0.0912548
mul2 = 0
#endpreset


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Filesize: 2.11MB
Height: 1080 Width: 1920
Discussion Topic: View Topic
Posted by: Sabine62 November 12, 2018, 01:55:26 PM

Rating: ***** by 4 members.
Total Likes: 3

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Comments (4) rss

timemit
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November 12, 2018, 02:03:42 PM
so cool : ) thnx for code
timemit
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November 12, 2018, 02:34:26 PM
I had to add wanghash and put a time value in and it runs nicely now
CJR
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November 12, 2018, 02:59:43 PM
nice)
Sabine62
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It's just a jump to the left...


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November 13, 2018, 11:44:13 AM
Thank you, Tim and Sergej!   :joy:

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