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gannjondal β€” Carved Out

#jit #mutation #m3d #mb3d #mandelbulb3d #aboxsmoothfold #v191
Published: 2017-01-31 22:19:23 +0000 UTC; Views: 491; Favourites: 24; Downloads: 6
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Description I need occasional changes when creating fractal.
So, after doing something about Kleinian sets I have seen a little formula within this gratulation from Sabine62 , and wanted to try an own M3D jit ... interpretation.
Now the implementation of a common bulb is slightly (or a bit more) different in the programs, at least in this case.
Thus I changed on another place of the calculation, and my outcomes were slightly useless commonly.
But nevertheless, I liked this picture tough, although the DE is still ugly...

M3D v191 [ABoxSmoothFold, JIT_gnj_RealPower_m05c]; several color variants combined with Gimp.
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Comments: 29

kingcole5150 [2017-03-08 11:17:34 +0000 UTC]

Stunning

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gannjondal In reply to kingcole5150 [2017-03-14 00:13:13 +0000 UTC]

Thousand Thanks

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kingcole5150 In reply to gannjondal [2017-03-14 01:00:09 +0000 UTC]

My pleasure you deserve it

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ugnvs [2017-03-01 18:54:24 +0000 UTC]

Excellent!

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gannjondal In reply to ugnvs [2017-03-05 22:52:53 +0000 UTC]

Thank you !

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Leanndra51 [2017-02-02 04:03:37 +0000 UTC]

Wonderful!

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gannjondal In reply to Leanndra51 [2017-02-06 21:30:24 +0000 UTC]

Thank you very much!

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Leanndra51 In reply to gannjondal [2017-02-07 04:32:18 +0000 UTC]

My pleasure!

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GLO-HE [2017-02-01 19:31:09 +0000 UTC]

so gute aebeit..klasse.!!!

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gannjondal In reply to GLO-HE [2017-02-01 20:20:11 +0000 UTC]

Dank dir, Gloria

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GLO-HE In reply to gannjondal [2017-02-02 19:05:20 +0000 UTC]

Β  So WelcomeΒ Β 

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zisgul [2017-02-01 11:39:50 +0000 UTC]

marvelous!

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gannjondal In reply to zisgul [2017-02-01 20:20:32 +0000 UTC]

Thanks a lot, Ziska Β 

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marijeberting [2017-02-01 11:10:26 +0000 UTC]

Wonderful

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gannjondal In reply to marijeberting [2017-02-01 20:20:51 +0000 UTC]

Thousand thanks, Marije

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marijeberting In reply to gannjondal [2017-02-01 22:41:17 +0000 UTC]

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AguraNatasDreams [2017-02-01 07:30:02 +0000 UTC]

Sieht ja Alienkrass aus!

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gannjondal In reply to AguraNatasDreams [2017-02-01 20:29:11 +0000 UTC]

Aliendanke , or sollte ich sagenΒ  β˜Ίβ™£β˜»β˜Όβ™«β™ β™¦β™ͺβ™―β˜Ί ?

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AguraNatasDreams In reply to gannjondal [2017-02-02 06:07:59 +0000 UTC]

Β Β Β 

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quasihedron [2017-02-01 06:51:08 +0000 UTC]

Beautiful, and full of life!
Well done, Gann!

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gannjondal In reply to quasihedron [2017-02-01 20:25:49 +0000 UTC]

Thank you for your kind comment, Danny

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quasihedron In reply to gannjondal [2017-02-01 21:38:57 +0000 UTC]

You are most welcome!

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Sabine62 [2017-01-31 22:58:42 +0000 UTC]

This is absolutely fantastic! Great outcome, Gannjondal!
Glad my stuff could serve as a bit of inspiration, I'm looking forward to more 'wonderful weirdness' like this from you on here!

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gannjondal In reply to Sabine62 [2017-02-01 20:25:28 +0000 UTC]

Too kind words, Sabine!

I won't follow this exact way; it's really ugly to calculate that halfway clean (or touches the borders of M3D where I need to use the standard DE variants etc).
But who knows - a more smooth, straight and systematic way of mutation may be something interesting

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Sabine62 In reply to gannjondal [2017-02-01 21:08:42 +0000 UTC]

We have standard DE variants??
Where can I find them?!!

And always very welcome, Gannjondal!

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gannjondal In reply to Sabine62 [2017-02-06 21:36:26 +0000 UTC]

Ahh, you have really made too much with Fragmentarium, Sabine
I only mean that in M3D you have to choose the .DEOption - which chooses both the used tab, and the DE variant (means you can't write your own DE).
And if you really want to compare the DE calculation - well, also M3D is now Open Source

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Sabine62 In reply to gannjondal [2017-02-07 10:49:13 +0000 UTC]

Ohh indeed I was thinking fragmentarium where you must code the DE as well! And though I do understand the general theory behind distance estimation, I really have no clue how to put it to work, as every type of formula has a different DE. There really is a big jump from a mental picture of estimating distances to points making up the object for rays to a line like return r2 / Dd; or return (0.5*(sqrt(0.1*r)))/(abs(DF)+1.); or return abs(0.5*abs(p.z-Offset.z)/DEfactor-DEoffset);. I can follow the variables through the code, but can't for the life of me find out WHY the return for a certain kind of formula has to like like it does :rofl; There's a whole bunch of theory between the general idea of DE and the actual needed code and I cannot find any place that has information about it...

And yes, mb3d is open source, but I am pretty sure from what I hear that the most interesting bits are hardcoded in an assembler-jungle and as a true programmer Jesse couldn't be bothered with clarifying comments in the code

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gannjondal In reply to Sabine62 [2017-02-13 22:14:54 +0000 UTC]

That formulas look indeed somehow hand-optimized
If you have luck there is anywhere a thread in FF - or you must enter the brain of the original developer
And of course, it's not always trivial to conclude from a vizualisation to the actual formulas.

But it's both, a con, and a pro of Fragmentarium.
With M3D JIT I'm completely dependent from the available very few DE variants - and that can become very ugly quite fast...


And you are too hard with Jesse. There are comments within the code. Sometimes

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Sabine62 In reply to gannjondal [2017-02-13 23:11:04 +0000 UTC]

I have searched but not yet found anything really useful. DE-guidelines need not be Fragmentarium-specific. DE does not have a lot to do with the available raytracers, neither with the program itself (which is more or less just a (rather luxurious) IDE to explore your own formulas or those for others). And per formula you must code a fresh DE that works for that particular formula. It's really nothing like mb3d or any other program I know. I even tinker with the ray-tracers (where I am even more monkey at the keyboard ) :}

Comments&code All hail Jesse - All hail Jesse!
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