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Sierpinski Towers by MakinMagic Sierpinski Towers by MakinMagic
Created using Ultrafractal.

mmf4.ufm-3D IFS

Based on the Sierpinski buildings of Dirk Monteny in Xenodream:

[link]

Apologies for the uninspired title :)
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:iconleoniezurakowsky:
LeonieZurakowsky Featured By Owner Jan 28, 2012   Digital Artist
Wow these are dramatic! Cool tones! :D
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:iconradiowonder:
RadioWonder Featured By Owner Dec 25, 2007
Monumental piece...=D
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:iconmakinmagic:
MakinMagic Featured By Owner Dec 25, 2007  Hobbyist Digital Artist
Thank you.
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:iconalmightypickle:
Almightypickle Featured By Owner Dec 24, 2007  Hobbyist Filmographer
another nice work!
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:iconmakinmagic:
MakinMagic Featured By Owner Dec 25, 2007  Hobbyist Digital Artist
Thanks.
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:iconalmightypickle:
Almightypickle Featured By Owner Dec 25, 2007  Hobbyist Filmographer
Welcome!
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:iconwelshwench:
WelshWench Featured By Owner Dec 24, 2007
:wow: Now that puts Trump Towers to shame! :)
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:iconmakinmagic:
MakinMagic Featured By Owner Dec 24, 2007  Hobbyist Digital Artist
Thanks !
Trumps's all hot air anyway :D
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:iconwelshwench:
WelshWench Featured By Owner Dec 24, 2007
And most of that hot air goes towards blowdrying his barnet! ;)
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:icongateman45:
gateman45 Featured By Owner Dec 24, 2007
came out good D!!!
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:iconmakinmagic:
MakinMagic Featured By Owner Dec 24, 2007  Hobbyist Digital Artist
Thanks !
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:iconlyc:
lyc Featured By Owner Dec 24, 2007
hey, that's looking awesome :)

as i'm playing around with my renderer some more, i really wish i could have this geometry to render!

how difficult was hart's method to implement? :blushes:
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:iconmakinmagic:
MakinMagic Featured By Owner Dec 24, 2007  Hobbyist Digital Artist
Thanks :)

Hart's method (as I implimented it) was fairly easy to impliment, the only thing is that his suggested method for getting the normals doesn't work terribly well especially for flat-sided objects like these Sierpinski buildings or Menger objects. It works a bit better for more "roundy" objects but I still prefer results from using the "z-buffer" method. As to the ray-trace the code I'm using is essentially what I sent you earlier except that I had to add re-calculation of dx*dx+dy*dy+dz*dz where dx,dy,dz is the ray's direction vector. Just look at the init: section of mmf4.ufm from the Ultrafractal formula database if you want to check out the code as it stands - [link]
The one thing I'd like to improve is the automatic calculation of the bounding sphere's centre and radius - here I'm leaning towards doing a partial chaos-game or deterministic mini-render to get the centre and extent.
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Details

Submitted on
December 24, 2007
Image Size
293 KB
Resolution
1024×768
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