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Quat Minibrot test render by MakinMagic Quat Minibrot test render by MakinMagic
Created using Ultra Fractal.
A re-render of the same quaternionic minibrot, this time using the new algorithm for finding the surface (that basically steps until the distance between 2 consecutive iteration bands on the viewing ray is less than a given threshold).
You can see that this version is vastly superior to my original algorithm, see the previous version here:
[link]
Not only that, this was rendered at the same size as the other (2048*1536) and took less than 19 minutes as opposed to over 50 !!
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:iconraykoid666:
Raykoid666 Featured By Owner Aug 22, 2009
very well done man, looks both cleaner than the former algo, and reduced rendering time!

big bravo!
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:iconmakinmagic:
MakinMagic Featured By Owner Aug 22, 2009  Hobbyist Digital Artist
Thanks :)
My latest version has no visible errors and renders the same size and under the same conditions in 6mins 37 secs. Still not as fast as standard DE for quaternions - my version of that takes 3mins 33secs but there are 3D+ number forms where that method doesn't work, the altenative mathod can be used with anything that you can get a smooth iteration value for and apart from calculating that is generic for any 3D+ fractal type.
If you're interested see:
[link]
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:iconraykoid666:
Raykoid666 Featured By Owner Aug 22, 2009
oh also, i just noticed i placed my comment in the wrong deviation, it was supposed to go in the final render in the first place, so what i said in my first comment was supposed to go to your other deviation :-)

which explains why i said it looks cleaner and stuff haha ;-)
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:iconmakinmagic:
MakinMagic Featured By Owner Aug 22, 2009  Hobbyist Digital Artist
:)
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:iconraykoid666:
Raykoid666 Featured By Owner Aug 23, 2009
well thanks a lot for the help mate! ;-) i'll certainly look into it all. for some more info i also sent out a mail to the fractal programmers list to get some more tips n info.

I'm Kenny Vaneetvelde by the way if you are wondering who i'd be on the list
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:iconmakinmagic:
MakinMagic Featured By Owner Aug 23, 2009  Hobbyist Digital Artist
I figured :)
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:iconraykoid666:
Raykoid666 Featured By Owner Aug 22, 2009
well i'll be excited to see some of your great work come up in the libraries soon! and thanks for the link i find it really interesting.

I'm an upcoming formula creator myself, i just don't understand much at all yet about coloring, or how to create classes or formulas that work with classes.

I just simply LOVE fractal mathematics though. Sometimes I spend hours finding a fun new formula, but it would just be way more fun if i could make it use some classes.

also i should look into making slope formulas soon hmmm but i have no idea where to start on that! :-(
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:iconmakinmagic:
MakinMagic Featured By Owner Aug 22, 2009  Hobbyist Digital Artist
If you want to learn classes and slope formulas then if you can work out how my "Switch Gradient Slope" formula in mmf.ulb works then you'll have both :)

Note that one of the most important parts of the class-based system in UF is "derived" classes.
Here you have to remember that all the public or protected functions and class variables in the parent class/es are available to the derived class and that you'll often need to refer to a parent class to check exactly what a derived class is doing - in particular often a function in a parent class is not replaced in the derived class so although the function is accessable to derived class objects you have to look at the parent class to find the code for the function.
At the moment this is a bit of a pain as there's no auto-linking to parent classes in the UF editor which means that you have to find the parent classes manually and they can be in separate ulb files.
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Submitted on
June 24, 2009
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