Quote from: efflux on November 10, 2007, 09:37:54 AM
To sum up here. This is what I'm getting at with my views. What you ideally want is to use as few fractals as possible but have as much control over the forms of those fractals as possible. The reason for this is that if you have to substitute other functions for certain levels of variety that should be achieved by less functions then you destroy the lyrical flow of the shapes. This is the whole ideal goal of fractals, to provide that lyrical variety at all scales. This is a word that has been used to describe the difference between Mojo and TG2. Mojo has more lyricism in the flow of the forms due to being able to do much more with one fractal or at least manipulate that fractal with other fractals or functions without losing the original form. Rather than adding another form you are manipulating an existing form with another function.
I agree with you there. I always liked to work that way when writing shaders, but some of that flexibility has been lost in some of the "high level" shaders in TG2.
The Power Fractal does need some more options to allow you specify a different input domain, not just the current "position in texture". You also mentioned the need to use functions to control amplitude etc. That kind of function-based control over parameters in many of the shaders is something I have planned to do for a long time. It's not going to make it into version 2.0, but it's very likely that we will add this capability to many of the shaders in some future version.
I also want to add a basic Fractal function that has all of the basis functions that are available elsewhere in TG2 (although I know there aren't many right now). I'm also thinking about some kind of Fractal Iterator function which might allow you to build any kind of basis function you like and then have that iterated into a fractal. Then you'd be able to use any basis function as long as it is possible to define it with function nodes.
Another possibility I'm thinking about is to make function versions of the important shaders. Instead of operating as full-blown shaders, they would output colour/scalar data and have inputs for many of the things that are merely sliders in the shader versions.
It will take some time, but I think you will find the control you are looking for in future versions.
Matt