An apprentice piece, not sure if it's wooden, imitation or bakelite 
Created from one of my 3D fornulas for Ultrafractal - it's actually just one way of viewing the "Julibrot" for z^2+c (the original Mandelbrot set and Julia sets) in 3D (a complete Julibrot is actually 4D).
Created from one of my 3D fornulas for Ultrafractal - it's actually just one way of viewing the "Julibrot" for z^2+c (the original Mandelbrot set and Julia sets) in 3D (a complete Julibrot is actually 4D).
:origin()/pre00/957c/th/pre/i/2006/058/e/b/apprentice_piece_by_makinmagic.jpg)
about the lighting model, phong is just the sum of diffuse and specular terms, so adding is the right thing to do, and no one multiplies it
The animation I mentioned I think is also 4096 wide and a lot of stages - hence it's taking around 460 hours on a 2Ghz P4.
It's possible to combine diffuse and specular correctly in one layer but only if you use direct colouring mode - the diffuse needs to be multiply but the specular should be lighten which you can't do in a single palettised layer, I intend to do custom colourings for my new 3D formulas which will open up a lot of new options.
if you could send me a little email describing/referencing the algo you use i should be able to cook something up you can play around with!
Having said that a better algorithm for GPU implimentation can be found in Ron Barnett's "reb.ufm" as his 3D raytrace formula.
The problem with the "Solid3D" ones is they're implimented in a rather non-optimum way due to the way UF handles transfer to the display (in order that you can actually see the fractal being rendered).