Power 2 LambdabulbSunshineChunky Mango
Sunshine
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Description: Lately I know all about Chaos, since it has moved in with us here...  :yes: :)) I hope it's temporary and I will once again enjoy the bliss of not having a clue about it ;D ;D ;D


Basic code:
Code: [Select]

#info Notice: set Render mode to Continous
#info Theli-at's Pseudo Kleinian (Scale 1 JuliaBox + Something) by Knighty
#info plus some log and sin-stuff added by Sabine62, but based on transforms by dark-beam who deserves all credit for it

#define providesColor    
#define USE_INF_NORM
#define KN_VOLUMETRIC
#define USE_IQ_CLOUDS
#define USE_EIFFIE_SHADOW
#define MULTI_SAMPLE_AO
#include "MathUtils.frag"
#include "DE-Kn2cr11.frag"


#group Coloring
uniform vec3 LVI; slider[(-1,-1,-1),(0,0,0),(1,1,1)]
uniform int LightIter; slider[0,1,100]
uniform bool RevertDiv; checkbox[false]
uniform bool AddOrbitStrength; checkbox[false]
vec3 lightold;
vec3 lightnew;

vec3 baseColor(vec3 p, vec3 q){
  if (RevertDiv) {q=abs(lightold/lightnew);} else {q=abs(lightnew/lightold);};
q*=(LVI);
if (AddOrbitStrength) q+=OrbitStrength;
   return q;
}

#group PseudoKleinian
// Made by Knighty, see this thread:
// http://www.fractalforums.com/3d-fractal-generation/fragmentarium-an-ide-for-exploring-3d-fractals-and-other-systems-on-the-gpu/msg32270/#msg32270
// Maximum iterations
uniform int MI; slider[0,5,60]
// Bailout
//uniform float Bailout; slider[0,20,1000]
uniform int ColorIterations;  slider[0,9,100]
// Size
uniform float Size; slider[0,1,2]
// Cubic fold Size
uniform vec3 CSize; slider[(0,0,0),(1,1,1),(2,2,2)]
// Julia constant
uniform vec3 C; slider[(-2,-2,-2),(0,0,0),(2,2,2)]
// Thingy thickness
uniform float TThickness; slider[0,0.01,2]
// Thingy DE Offset
uniform float DEoffset; slider[0,0,0.01]
// Thingy Translation
uniform vec3 Offset; slider[(-1,-1,-1),(0,0,0),(1,1,1)]
//foldTglad
uniform bool IsFold; checkbox[false]
uniform vec3 Fold3; slider[(-5,-5,-5),(0,0,0),(5,5,5)]

#group LogSin
uniform bool LogX; checkbox[false]
uniform bool LogY; checkbox[false]
uniform bool LogZ; checkbox[false]
uniform float scalelogx; slider[-5,1,5]
uniform float scalelogy; slider[-5,1,5]
uniform float scalelogz; slider[-5,1,5]
uniform bool SinX; checkbox[false]
uniform float scalesinx; slider[-5,1,5]
uniform float offsetsinx; slider[-5,0,5]
uniform float slopesinx; slider[-5,0,5]
uniform bool SinY; checkbox[false]
uniform float scalesiny; slider[-5,1,5]
uniform float offsetsiny; slider[-5,0,5]
uniform float slopesiny; slider[-5,0,5]
uniform bool SinZ; checkbox[false]
uniform float scalesinz; slider[-5,1,5]
uniform float offsetsinz; slider[-5,0,5]
uniform float slopesinz; slider[-5,0,5]



float RoundBox(vec3 p, vec3 csize, float offset)
{
vec3 di = abs(p) - csize;
float k=max(di.x,max(di.y,di.z));
return abs(k*float(k<0.)+ length(max(di,0.0))-offset);
}

float Thingy(vec3 p, float e){
p-=Offset;
return (abs(length(p.xy)*p.z)-e) / sqrt(dot(p,p)+abs(e));
}

float Thing2(vec3 p){
//Just scale=1 Julia box
float DEfactor=1.;
    vec3 ap=p+1.;
lightold=p;
lightnew=p;
for(int i=0;i<MI && ap!=p;i++){
if (i<LightIter) {lightold=p;} else {lightold=lightold;};
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;
if (LogX)(p.x = scalelogx*log(p.x + sqrt(p.x*p.x + 1)));
if(LogY)(p.y = scalelogy*log(p.y + sqrt(p.y*p.y + 1)));
if (LogZ)(p.z = scalelogz*log(p.z + sqrt(p.z*p.z + 1)));
if (SinX)(p.x = scalesinx*sin(p.x + offsetsinx)+(p.x*slopesinx));
if (SinY)(p.y = scalesiny*sin(p.y + offsetsiny)+(p.x*slopesiny));
if (SinZ)(p.x = scalesinz*sin(p.z + offsetsinz)+(p.z*slopesinz));
if (i<LightIter) {lightnew=p;} else {lightnew=lightnew;};
float r=length(p.xyz);
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p.x,p.y,p.z,r*r)));
}
//Call basic shape and scale its DE
//return abs(0.5*Thingy(p,TThickness)/DEfactor-DEoffset);

//Alternative shape
//return abs(0.5*RoundBox(p, vec3(1.,1.,1.), 1.0)/DEfactor-DEoffset);
//Just a plane
return abs(0.5*abs(p.z-Offset.z)/DEfactor-DEoffset);
}

float DE(vec3 p){

if (IsFold) (p.xyz = abs(p.xyz+Fold3) - abs(p.xyz-Fold3) - p.xyz);
return  Thing2(p);//RoundBox(p, CSize, Offset);
}




#preset Default
FOV = 0.462719299
Eye = -3.1820097,-1.26175833,-2.67226076
Target = -0.021615602,7.95439959,-3.73475337
Up = 0,0,-0.88784194
EquiRectangular = false
AutoFocus = false
FocalPlane = 2.44439409
Aperture = 0.025083612
InFocusAWidth = 1
DofCorrect = true
ApertureNbrSides = 7
ApertureRot = 0
ApStarShaped = true
Gamma = 1
ToneMapping = 3
Exposure = 1
Brightness = 1.18539326
Contrast = 1.63697105
Saturation = 1.1741573
Hue = 0
GaussianWeight = 1
AntiAliasScale = 1.2
LensFlare = false
FlareIntensity = 0.25
FlareSamples = 8
FlareDispersal = 0.25
FlareHaloWidth = 0.5
FlareDistortion = 1
Bloom = false
BloomIntensity = 1.090659
BloomPow = 2.192804
BloomTaps = 24
BloomStrong = 3.255082
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -3.5
RefineSteps = 4
FudgeFactor = 0.283276451
MaxRaySteps = 689
MaxDistance = 19.7444828
Dither = 0
NormalBackStep = 4
DetailAO = -0.2200128
coneApertureAO = 0.5833333
maxIterAO = 23
FudgeAO = 1
AO_ambient = 1.012937
AO_camlight = 1.416181
AO_pointlight = 0.9928656
AoCorrect = 0.0106007
Specular = 0.8466667
SpecularExp = 16
CamLight = 1,0.847058773,0.631372511,1.28773585
AmbiantLight = 0.709803879,0.886274517,1,1.52048193
Reflection = 0.192156866,0.196078435,0.184313729
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 1,0.909803927,0.792156875,49.9390987
LightPos = -7.91855212,2.26244349,-3.291741
LightSize = 0.0923176
LightFallOff = 0.345762711
LightGlowRad = 0.0957592
LightGlowExp = 1.57553
HardShadow = 0.8130969
ShadowSoft = 0
ShadowBlur = 0
perf = false
SSS = false
sss1 = 0.0210191
sss2 = 0.5350318
BaseColor = 1,1,1
OrbitStrength = 0.719594595
X = 0.5,0.600000024,0.600000024,-0.247165533
Y = 1,0.600000024,0,-0.002267573
Z = 0.800000012,0.779999971,1,0.1292517
R = 0.400000006,0.699999988,1,0.343927355
BackgroundColor = 0,0.211764708,0.247058824
GradientBackground = 0
CycleColors = false
Cycles = 0.490949214
EnableFloor = false
FloorNormal = 0.0001,1,0
FloorHeight = -2.648104
FloorColor = 0.737254918,0.945097983,1
HF_Fallof = 1.2545
HF_Const = 0
HF_Intensity = 0.18161435
HF_Dir = 0,-0.028634362,1
HF_Offset = -1.87919464
HF_Color = 0.0470588244,0.0588235296,0.13333334,2.264937
HF_Scatter = 0
HF_Anisotropy = 0.0627451017,0.968627453,0
HF_FogIter = 1
HF_CastShadow = false
EnCloudsDir = true
CloudDir = 1,1,0
CloudScale = 1.37959184
CloudFlatness = 0.6868132
CloudTops = -0.454545449
CloudBase = -2.38636363
CloudDensity = 0.755986317
CloudRoughness = 1
CloudContrast = 3.60693642
CloudColor = 0.649999976,0.680000007,0.699999988
CloudColor2 = 0.0700000003,0.170000002,0.239999995
SunLightColor = 0.699999988,0.5,0.300000012
Cloudvar1 = 0
Cloudvar2 = 3
CloudIter = 5
CloudBgMix = 1
WindDir = 0,0,1
WindSpeed = 1
LVI = 0.207048459,-0.017621145,-0.022026431
LightIter = 8
RevertDiv = false
AddOrbitStrength = false
MI = 29
ColorIterations = 8
Size = 1.423571
CSize = 1.222027,1.299681,1.205112
C = 0.3716609,0.0023229,-0.0069686
TThickness = 0.01
DEoffset = 0
Offset = 0,0,0
IsFold = true
Fold3 = 0,0,0
LogX = false
LogY = false
LogZ = false
scalelogx = 1
scalelogy = 0.9228487
scalelogz = 0.9964413
SinX = false
scalesinx = 0.9074733
offsetsinx = -0.5324212
slopesinx = 0.4599407
SinY = true
scalesiny = 2.200474
offsetsiny = 0.4193932
slopesiny = 0.1097923
SinZ = false
scalesinz = 0.3526971
offsetsinz = 3.376932
slopesinz = 1.714116
#endpreset


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Views: 32
Total Favorities: 0 View Who Favorited
Filesize: 2.9MB
Height: 1080 Width: 1920
Posted by: Sabine62 September 30, 2019, 07:54:24 PM

Rating: ***** by 1 members.
Total Likes: 1

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Comments (2) rss

3DickUlus
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October 01, 2019, 05:20:46 AM
:thumbs: oh, that reminds me... it's Halloween next month  8)
Sabine62
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It's just a jump to the left...


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October 01, 2019, 09:15:24 AM
Hmm that would be a nice category for the theme contest.........  ;)
Thank you for the thumbs-up, Dick! :)

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