Second in this series. I used ABoxSmoothFold2 this time and Integer Power. The steam punk title comes from the overly complicated piping and tubing of course and if you interpret it as I did, it looks like a series of rail carriages or conveyances of some sort are lined up and ready to go.
:origin()/pre00/8244/th/pre/i/2011/296/4/d/steam_punk_roller_coaster_by_haltenny-d4dqoqv.jpg)
I haven't seen a clunker yet!
WARNING! If you use very high sharpness, I don't know what will happen (it may become
extremely slow)... But it has no sense
An Amazing Box, with Folding function modified as follows (x is each spatial coord);
xp = fix1*x**p; (fast int pow, p is forced to be > 2)
u=sgn(x)*xp;
x=x+xp*(2*Fold-x);
x=x/u;
Also radius folding is smooth (when r<0.99);
r = (x*x+y*y+z*z);
if r>0.99
r=1; // prevents fp troubles and speeds up a lot in this case
else
m
rsqrt = sqrt(r1); // this slows down the convergence
rp=fix2*(rsqrt**p); (fast int pow, p is forced to be > 3)
r = rs*((rp+r1)/(rp+1) * n) + m;
endif
(then r = scale / r and is used as a multiplier for x,y,z)
This "smoothens" the folding function, replacing the "sawtooth" fold with a smooth curve
Result is very similar to standard ABox but with a bit of detail loss and "curvy" details...
Higher sharpness -> You get closer and closer to standard ABox...
Also, remember that smoothing has an interference with the scale. More smooth -> less scale
Inspired from an idea of Buddhi @ FractalForums.
Interesting results can be achieved with negative fix values (more smoothness, different look).
Luca GN 2011
The other one can be buggy
Anyway epic piece
very nice work
"Turn on, tune in, drop out