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Steam Punk Roller Coaster

By HalTenny
51 Favourites
51 Comments
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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.
IMAGE DETAILS
Image size
2880x1620px 2.62 MB
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© 2011 - 2020 HalTenny
Comments51
anonymous's avatar
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SwordTiger8888's avatar
 whoa. looks like some inner parts of a machine.
HalTenny's avatar
Thank you~
Davenwolf's avatar
DavenwolfHobbyist Photographer
Man you must spend some time on MB3
I haven't seen a clunker yet!
HalTenny's avatar
I appreciate that! I do have too much time on my hands...
neoshamballa's avatar
neoshamballa Digital Artist
Superb !
HalTenny's avatar
Thank you!
neoshamballa's avatar
neoshamballa Digital Artist
With pleasure :)
worksteady's avatar
Wow! Great piece.
HalTenny's avatar
Thank you!
worksteady's avatar
My pleasure :D
kr0mat1k's avatar
Featured here : [link] ;)
HalTenny's avatar
Thanks for that!
MalDudemaker's avatar
MalDudemakerHobbyist General Artist
This rocks! Great looking render :clap:
HalTenny's avatar
Thank you!
MalDudemaker's avatar
MalDudemakerHobbyist General Artist
:thumbsup:
GypsyH's avatar
GypsyHHobbyist Digital Artist
I like this series
HalTenny's avatar
Appreciate that Sherry!
FractalBee's avatar
:wow: Love it! :clap: :clap: :)
HalTenny's avatar
Thank you!
dark-beam's avatar
dark-beamStudent Artist
ABoxSmoothFold2 and ABoxSmoothFold are the same but one version is buggy. I don't know why it has been added, use only the one with this description ... (check it clicking on I button)


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=(1+minr)/2; n=(1-minr)/2; r1=(r-m)/n; rs=sgn(r1); r1=abs(r1);
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
HalTenny's avatar
Thanks! That matches ABoxSmoothFold.
dark-beam's avatar
dark-beamStudent Artist
:D Great and sorry if I disturb :blush:
HalTenny's avatar
Not at all! :)
Margot1942's avatar
Its fun but hwere are the passengiers?
anonymous's avatar
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