Kleinian3D-LVI colouringSwirleyPaint
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Description: claude's Lyapunov example https://fractalforums.org/fragmentarium/17/lyapunov-example/1989/msg9938#msg9938
Last vector increase colouring https://fractalforums.org/fragmentarium/17/last-length-increase-colouring-well-sort-of/2515

Sadly FudgeFactor does not play nicely  :'( Yes, it did on Take II after exchanging the 0.25-value in the DE for a float uniform-slider...

Code: [Select]
#version 400 compatibility

// Output generated from file: D:/fractal/Fragmentarium/Output/claude/LyapunovDE.frag
// Created: Fri Oct 12 21:50:57 2018

#define providesColor

#include "Complex.frag"
#include "MathUtils.frag"
//#define USE_IQ_CLOUDS
#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define MULTI_SAMPLE_AO

uniform float time;
#include "DE-Kn2cr11.frag"
//#include "Soft-Raytracer.frag"







//uniform float time;

#group LyapunovDE

// Number of iterations
uniform int Iterations; slider[1,1000,10000]
uniform int ColorIterations;  slider[0,9,100]
// Length of control string (in bits)
uniform int Length; slider[1,2,16]

// Control string (little-endian binary)
uniform int String; slider[0,1,65535]

// Transform
uniform vec4 A; slider[(-2,-2,-2,-2),(1,0,0,0),(2,2,2,2)]
uniform vec4 B; slider[(-2,-2,-2,-2),(0,1,0,0),(2,2,2,2)]
uniform vec4 C; slider[(-2,-2,-2,-2),(0,0,1,0),(2,2,2,2)]
uniform vec4 D; slider[(-2,-2,-2,-2),(0,0,0,1),(2,2,2,2)]
uniform float DEadjust; slider[-1,.25,10]

#group Coloring
uniform vec3 LVI; slider[(-1,-1,-1),(0,0,0),(1,1,1)]
uniform vec3 LVI2; 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 hsv2rgb(vec3 c) {
  vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
  vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
  return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}

float DE(vec3 p)
{
vec4 q = vec4(p, mix(mix(-2.0, 2.0, 110.0 / 600.0), mix(-2.0, 2.0, 490.0 / 600.0), time / 600.0)) * mat4(A, B, C, D);
vec4 z = vec4(0.0);
lightold=z.xyz;
vec4 c0 = cVar(q.xy);
vec4 c1 = cVar(q.zw);
int s = String;
float d = 1.0/0.0;
for (int i = 0; i < Iterations; i++)
{
if (i<LightIter) {lightold=z.xyz;} else {lightold=lightold;};
int bit = i % Length;
vec4 c = ((String >> bit) & 1) == 0 ? c0 : c1;
z = cAdd(cSqr(z), c);
if (i<LightIter) {lightnew=z.xyz;} else {lightnew=lightnew;};
float r=length(z);
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,r*r)));
if (length(z.xy) > 1000.0) break;

}
return DEadjust * length(z.xy)*log(length(z.xy)) / length(z.zw);
}


vec3 baseColor(vec3 p, vec3 q){
if (RevertDiv) {q=abs(lightnew/lightold);} else {q=abs(lightold/lightnew);};
q*=(LVI+LVI2);
if (AddOrbitStrength) q+=OrbitStrength;
   return q;
}







#preset Default
FOV = 2
Eye = -2.585663,-1.007722,-2.119626
Target = -3.767833,4.935564,5.835252
Up = -0.1282068,0.4995964,-0.3923135
EquiRectangular = false
FocalPlane = 3.399153
Aperture = 0
InFocusAWidth = 1
DofCorrect = true
ApertureNbrSides = 7
ApertureRot = 0
ApStarShaped = false
Gamma = 1
ToneMapping = 5
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
LensFlare = false
FlareIntensity = 0.1714286
FlareSamples = 9
FlareDispersal = 0.5965714
FlareHaloWidth = 0.9217491
FlareDistortion = 1.848624
Bloom = false
BloomIntensity = 0
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -4.345952
MaxRaySteps = 2656
MaxDistance = 4
Dither = 0.4381161
NormalBackStep = 1
DetailAO = -0.4615385
coneApertureAO = 0.5
maxIterAO = 20
FudgeAO = 0.9451153
AO_ambient = 1
AO_camlight = 1
AO_pointlight = 1
AoCorrect = 0
Specular = 1.195628
SpecularExp = 354.8023
CamLight = 1,0.9372549,0.8588235,0.1977273
AmbiantLight = 0.8980392,0.9411765,1,2
Reflection = 0.4941176,0.4941176,0.4941176
ReflectionsNumber = 2
SpotGlow = true
SpotLight = 1,0.9176471,0.8156863,9.545984
LightPos = -0.2690583,19.84305,-12.01794
LightSize = 0
LightFallOff = 0
LightGlowRad = 0.0148544
LightGlowExp = 1
HardShadow = 1
ShadowSoft = 10.4328
ShadowBlur = 0
perf = true
SSS = false
sss1 = 0.1
sss2 = 0.5
BaseColor = 1,0.7607843,0.6196079
OrbitStrength = 0.6038813
X = 0.5,0.6,0.6,1
Y = 1,0.6,0,1
Z = 0.8,0.78,1,1
R = 0.4,0.7,1,1
BackgroundColor = 0.01568628,0.08627451,0.1333333
GradientBackground = 5
CycleColors = true
Cycles = 1.164
EnableFloor = false NotLocked
FloorNormal = 0,0,1
FloorHeight = 1.688963
FloorColor = 0.2862745,0.4156863,0.4117647
HF_Fallof = 0.0005
HF_Const = 0
HF_Intensity = 0
HF_Dir = 0,0,1
HF_Offset = -10
HF_Color = 1,1,1,1
HF_Scatter = 2.57109
HF_Anisotropy = 0,0,0
HF_FogIter = 1
HF_CastShadow = true
EnCloudsDir = false
CloudDir = 0,0,1
CloudScale = 1
CloudFlatness = 0
CloudTops = 3.933649
CloudBase = 1.682465
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
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
TrigIter = 5
TrigLimit = 1.1
Iterations = 12
ColorIterations = 4
Length = 16
String = 7912
A = -0.5263158,-1.252417,0.0126655,2
B = -0.1334868,1.978541,-0.7339056,0.0075837
C = -0.8012889,0,1,0
D = -0.2857143,1.166488,0.9344791,-1.192266
LVI = 0.1419424,-0.3703308,0.2614728
LVI2 = -0.0590763,0.396348,-0.1364125
LightIter = 9
RevertDiv = true
AddOrbitStrength = false
RefineSteps = 50
FudgeFactor = 0.8410897
DEadjust = 0.0556161
#endpreset




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Filesize: 2.2MB
Height: 1080 Width: 1920
Posted by: Sabine62 January 11, 2019, 12:04:38 AM

Rating: **** by 2 members.
Total Likes: 2

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