HOME | DD

DSMeskalito — The drops

Published: 2013-10-30 18:11:31 +0000 UTC; Views: 1592; Favourites: 65; Downloads: 51
Redirect to original
Description fragmentarium
Related content
Comments: 11

mustachekitty0 [2014-02-27 23:55:53 +0000 UTC]

I looks like that you dropped water, and took a picture of it. outstanding.

👍: 0 ⏩: 0

C-JR [2013-11-15 18:49:12 +0000 UTC]

ух ты ж.... коасота то какая.... ня ня ням

👍: 0 ⏩: 0

YuryKyssa [2013-11-14 18:42:27 +0000 UTC]

Fractalissimo!!!

👍: 0 ⏩: 0

mic-art [2013-11-01 11:47:27 +0000 UTC]

Fantastic! Fresh and crisp!

👍: 0 ⏩: 0

fractal2cry [2013-10-31 19:55:51 +0000 UTC]

👍: 0 ⏩: 0

bezo97 [2013-10-31 19:36:02 +0000 UTC]

Epic

👍: 0 ⏩: 0

MarkJayBee [2013-10-31 10:38:42 +0000 UTC]

Excellent image with a huge sense of photo-realism!  

👍: 0 ⏩: 0

DSMeskalito [2013-10-31 04:52:59 +0000 UTC]

Thank you! timemit , I have long worked with preset psevdokleynian

#define USE_INF_NORM


// Maximum iterations

uniform int MI; slider[0,5,20]


// 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)]


// Basic shape DE Offset

uniform float DEoffset; slider[0,0,0.01]


// Basic shape Translation

uniform vec3 Offset; slider[(-2,-2,-2),(0,0,0),(2,2,2)]


//Basic shape

// Menger Number of iterations.

uniform int MnIterations; slider[0,2,20]

uniform int ColorIterations; slider[0,2,20]


// Menger Scale parameter. A perfect Menger is 3.0

uniform float MnScale; slider[0.00,3.0,4.00]


// Menger Scaling center

uniform vec3 MnOffset; slider[(0,0,0),(1,1,1),(2,2,2)]


float Menger(vec3 z)

{

float r;

int n = 0;

// Fold

z = abs(z);

if (z.x

if (z.x

if (z.y

if (z.z<1./3.){ z.z -=2.*( z.z-1./3.);}

while (n < MnIterations && dot(z,z)<100.0) {

z=MnScale* (z-MnOffset)+MnOffset;

// Fold

z = abs(z);

if (z.x

if (z.x< z.z){ z.xz = z.zx;}

if (z.y

if (z.z<1./3.*MnOffset.z){ z.z -=2.*( z.z-1./3.*MnOffset.z);}

r = dot(z-MnOffset, z-MnOffset);

//orbitTrap = min(orbitTrap, abs(vec4(z,r)));

n++;

}

//return (length(z)-sqrt(3.) ) * pow(Scale, float(-n));

return float(z.x-MnOffset) * pow(MnScale, float(-n));

}


float Thing2(vec3 p){

//Just scale=1 Julia box

#ifdef USE_INF_NORM

vec3 p1=abs(p);

float r2=max(p1.x,max(p1.y,p1.z));

#else

float r2=dot(p,p);

#endif

float DEfactor=1.;

for(int i=0;i

p=2.*clamp(p, -CSize, CSize)-p;

r2=dot(p,p);

//orbitTrap = min(orbitTrap, abs(vec4(p,r2)));

float k=max(Size/r2,1.);

p*=k;DEfactor*=k;

p+=C;

#ifdef USE_INF_NORM

p1=abs(p);

r2=max(p1.x,max(p1.y,p1.z));

#else

r2=dot(p,p);

#endif

if (i < ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p,r2)));

}

//Call basic shape and scale its DE

return abs(0.5*Menger(p-Offset)/DEfactor-DEoffset);

}


float DE(vec3 p){

return Thing2(p);//RoundBox(p, CSize, Offset);

}


#preset default

FOV = 0.39024

Eye = -3.4785,-2.85408,4.5172

Target = -5.77023,-9.92507,1.61285

Up = 0.95238,-0.278327,0.124526

EquiRectangular = false

FocalPlane = 0.1

Aperture = 0.002

Gamma = 1.89815

ToneMapping = 3

Exposure = 1.16328

Brightness = 1

Contrast = 1.1386

Saturation = 0.8602

GaussianWeight = 1

AntiAliasScale = 2

Detail = -3.22126

DetailAO = -2.92859

FudgeFactor = 1

MaxRaySteps = 1143

Dither = 0.49123

NormalBackStep = 1

AO = 0,0,0,0.79012

Specular = 0.63529

SpecularExp = 49.091

SpecularMax = 10

SpotLight = 0,0.666667,0.498039,0.35294

SpotLightDir = -0.375,-0.0625

CamLight = 1,1,1,1

CamLightMin = 0

Glow = 1,1,1,0

GlowMax = 20

Fog = 0

HardShadow = 0

ShadowSoft = 2

Reflection = 0.25641

DebugSun = false

BaseColor = 0.333333,1,1

OrbitStrength = 0.4026

X = 0.5,0.6,0.6,-0.45632

Y = 1,0.6,0,0.6699

Z = 0.8,0.78,1,-0.32038

R = 0.4,0.7,1,0.11764

BackgroundColor = 1,0.666667,0

GradientBackground = 0.3

CycleColors = false

Cycles = 1.1

EnableFloor = true

FloorNormal = 0.02474,-0.0246,-6e-05

FloorHeight = 0.2381

FloorColor = 0.333333,0.666667,0.498039

MI = 14

Size = 0.4486

CSize = 1.74,0.5,0.72

C = -0.0174,0.05216,1.1652

DEoffset = 0

Offset = 0.01836,-0.15384,0.85716

MnIterations = 3

ColorIterations = 3

MnScale = 1.88504

MnOffset = 1.77778,0.96296,1.06172

#endpreset


👍: 0 ⏩: 0

timemit [2013-10-30 19:56:46 +0000 UTC]

excellent... how are you achieving this? be nice to know  

👍: 0 ⏩: 0

DarkAssassin069 [2013-10-30 18:15:09 +0000 UTC]

Very nice love how vivid the green is.

👍: 0 ⏩: 0

romymaria [2013-10-30 18:11:52 +0000 UTC]

nice

👍: 0 ⏩: 0