Created using Ultra Fractal.
Rendered exactly as you see it.
Max. Iterations = 60
Bailout = 1024
Height = atan(smooth iter - 3)/atan(max iter - 3) (0 if iter<=3)
Time 30 secs @640*480 on my decrepit 3GHz P4HT in single threaded mode.
Fully ray-traced - no triangles or polygons.
This is my first attempt at rendering heightfield fractals - I realised that the method I was using for full 3D/4D fractals as an alternative to normal distance estimator could be adapted to render heightfields and this is the initial result - I'm still tweaking the algorithm to improve performance.
Zoom into main minibrot here:
[link]
Rendered exactly as you see it.
Max. Iterations = 60
Bailout = 1024
Height = atan(smooth iter - 3)/atan(max iter - 3) (0 if iter<=3)
Time 30 secs @640*480 on my decrepit 3GHz P4HT in single threaded mode.
Fully ray-traced - no triangles or polygons.
This is my first attempt at rendering heightfield fractals - I realised that the method I was using for full 3D/4D fractals as an alternative to normal distance estimator could be adapted to render heightfields and this is the initial result - I'm still tweaking the algorithm to improve performance.
Zoom into main minibrot here:
[link]
:origin()/pre00/27c5/th/pre/f/2009/185/5/a/mandelbrot_heightfield_by_makinmagic.png)