Hi there,
some fun stuff again.Played with symmetrical Power Fractal arrays lately
and thought some of you might enjoy this as well.
The following examples were all done from the same PF seed,but with
different set ups/settings.
#2
#3
#4
If you got questions feel free to ask.
Have fun,J.
nice effects...how are you doing this?
The last one in particular is beautiful - lovely surface. I would second inkydigit's request for a sharing of your fractal wizardry :)
reminds me of something I did a while back (using postwork)
http://www.flickr.com/photos/inkydigit/58946800/ (http://www.flickr.com/photos/inkydigit/58946800/)
http://www.renderosity.com/mod/gallery/full.php?member&image_id=1108772 (http://www.renderosity.com/mod/gallery/full.php?member&image_id=1108772)
Great!
Looks like a painting by H.R. Giger.
DJ
the first and last ones are real good... i really like them !*good job, you did something different than we usually see ^^
I agree with Seth about the originality. I mostly like this stuff outside the box, nice work!
Like anybody else I'd like to see how you did this. Probably simpler as we think, but perhaps mighty complex :)
Martin
Yes, please let us know how you did this as well as some hints about the texturing.
Thanks all,glad it's of some interest! ;D
As for the how to it's really simple,you just have to copy the Power Fractal
and then you set the noise value for your axis of choice to -1 which mirrors
the fractal on that axis and that's it,basically. ;)
Depending on what you want it to be,colors only or displacement only or
both,there are different ways to connect the PFs,if you want colors you
would have to use merge shaders for example.
The above examples have x and z symmetry and use 4 PFs(as a basis) ,for symmetry on
all 3 axis' you'd need 8 PFs.
I've successfully tried this method with clouds,spheres and planes also.
If i have missed something or you need more info just let me know.
Thanks again,J.
For the slower among us, perchance a node screen shot would help us understand?
Like I said: or it was very simple, or utterly complex. The first luckily :) Thanks for sharing!
I presume your camera is aligned with the origin then?
No node network needed, just make two power fractals with all the same setting then in Tweak Noise of one of them set one of the Noise stretches to -1. Although I would love to see the shader for the last image
A screenshot of a basic node set up is attached.
T-U : yes the camera is aligned with the origin,which is left at 0 0 0 here,
but you can of course move it (the origin) around with the transform
shader.(Definitely necessary for objects)
Luminos : the shader,hmm...? In case you refer to the coloring,it's just the same
node set up,2 colors and a slightly smaller size than the displacement.
And a Reflective Shader.
calico : sorry,forgot to give some texturing hints yesterday,but hopefully the above
is ok for you too. ;)
Thanks J Meyer - still a beginner with working in the node network, so this kind of visual is much appreciated
Quote from: j meyer on April 07, 2009, 09:35:12 AM
...
T-U : yes the camera is aligned with the origin,which is left at 0 0 0 here,
but you can of course move it (the origin) around with the transform
shader.(Definitely necessary for objects)
...
Thanks for clearing up J(...?)
But if you move the origin around (how do you move the origin by the way???) with the transformshader and keep the camera at the same position the symmetry will be lost because the fractals are generated from the origin which has then moved?
Sorry,my bad.Should have given a definition of my use of the term origin
in this context.(One of the major mistakes in discussions generally,at least
in my opinion.)
By origin i mean the point where the axises meet,which is by default 0 0 0,
as far as i understand.So when you want to apply that kind of coloring/dis-
placement to ,for example,a sphere with a radius of 1 that is sitting on the
ground you have to set the spheres y-axis position to 1 also.Now the point
referred to as the origin of the PF array is still on the 0 0 0 point thats on
the surface of the planet.The transform shader allows you to move the
origin of the PF array to the required height of 1 on the y-axis,so that it is
visible at the center of the sphere(on its surface).Of course you have to adjust
the camera position accordingly,if you move that point around.
It's kind of confusing,isn't it? Even more so if you have to write about it in a
language that's not your native one.
Jochen ;)
PS:if you rather want an example file instead of the blahblah let me know.
If you use transform shaders it is not necessary to duplicate the PFs.
By this means it is much easier to experiment with the parameters of the PF.
[attachimg=#]
DJ
Hey,good idea! 8)