# ThoughtWeaver

Muffins. :3

## Foci-Linear Nebula Tutorial

Sat Nov 17, 2018, 11:00 AM

Fractal Art Weekend

Hello there!

My name is ThoughtWeaver, and one of my favorite styles of fractal art is foci-linear nebulae. There are numerous ways to create fractal nebulae -- this is just one of them -- so I hope you'll take the time to learn and explore what other possibilities are out there!

This tutorial will be using Chaotica, which you can acquire for free here: www.chaoticafractals.com/

Note that this tutorial is moderately difficult. If you have no experience creating fractals, I recommend starting out with beginner tutorials, such as the fantastic ones created by and .

Also note that I tend to use a coordinate abbreviation (x, y) to imply that you should set the x-angle to x and the y-angle to y, or the x-coordinate to x and the y-coordinate to y depending on the circumstance.

Without further ado, let's get started. We'll be designing the fractal depicted below:

# Setup

To get started, set your window size to something relatively small, such as 640x384. This will make it easier to see what's happening to the fractal as you design it. We'll be using the world editor extensively, but don't worry there are instructions on how to get to most elements of the editor as the tutorial progresses.

Now, open up the world editor (from Window->World Editor at the top) and let's get started!

# Iterators and Transforms

Iterator 1

Add in a new iterator that will serve as the base of the fractal. The standard transformation to have on this iterator for fractal nebulae is spherical and foci-linear nebulae don't deviate from that, so add in a new transformation and set it to Spherical with a value of 1.0.

Now, we want to adjust the iterator by changing the values of its pre-affine. Let's start by rotating it -15 degrees, taking it from (0, 90) to (-15, 75). Then, set the position to (-0.7, 0).

Iterator 2

Add in a new iterator, then add in a new transformation and set it to Linear with a value of 1.0.

Now, we want to adjust the iterator by changing the values of its pre-affine. Rotate the iterator by setting its angle to (90, -180). Then, set the lengths of the iterator to (0.9, 0.9). Then, set the position to (1.4, 0.7).

Iterator 3

Add in a new iterator, then add in a new transformation and set it to Foci with a value of 1.0.

Now, we want to adjust the iterator by changing the values of its pre-affine. Set the lengths of the iterator to (0.8, 0.8). Then, set the position to (-0.5, -0.5).

Iterator 4

Add in a new iterator, then add in a new transformation and set it to Linear with a value of 1.1.

Now, we want to adjust the iterator by changing the values of its pre-affine. Rotate the iterator by setting its angle to (30, 120). Then, set the lengths of the iterator to (0.45, 0.45). Then, set the position to (-0.5, 0).

Iterator 5

Add in a new iterator, then add in a new transformation and set it to Foci with a value of 0.9.

Now, we want to adjust the iterator by changing the values of its pre-affine. Rotate the iterator by setting its angle to (115, -155). Then, set the lengths of the iterator to (0.6, 0.7). Then, set the position to (0.7, 1.3).

Iterator 6

This is the most important transform in terms of what shape you want the inside of the nebula to have, specifically the gaps in between the large hourglass-like shapes. While Fisheye is generally a good option, there are plenty of other transforms with which you could mess around. Add in a new iterator, then add in a new transformation and set it to Fisheye with a value of 1.0.

Now, we want to adjust the iterator by changing the values of its pre-affine. Rotate the iterator by setting its angle to (115, -170). Then, set the lengths of the iterator to (0.6, 0.6). Then, set the position to (1.8, 0.3).

Iterator 7

Lastly, add in a new iterator and leave it entirely empty. This will create the stars of the nebula.

Camera Transform

While this is technically optional, I find that using Mobius as a camera (final) transformation is particularly useful for manipulating the fractal into the position and general shape that I desire. Think of it like the standard Linear transformation for the camera with a few useful bells and whistles.

You can click the "Toggle Camera Transform" button in the world editor which will give you the option to change the camera transformation. Change it to Mobius and set the parameters to (1.8, 1.0, -0.2, 0, 0, 0.2, -0.2, 1, 0).

# Xaos

As is apparent from the pictures above, we haven't quite gotten to a beautiful nebula yet. We need to alter how much each iterator affects the other iterators in order to balance out the structure of the nebula. You can find the parameters we'll be modifying in the world editor under "Iterator Selection Weights" for each iterator.

Iterator 1

Set the weights, in order, to:

The weights in this iterator are primarily intended to bring out the edges of the external structure of the nebula.

Iterator 2

Set the weights, in order, to:

The goal of these weights is to bring out a moderately weighted center of the nebula to avoid leaving large gaps in the overall structure.

Iterator 3

Set the weights, in order, to:

The weights in this iterator are primarily intended to bring out the edges of the overall structure of the nebula.

Iterator 4

Set the weights, in order, to:

The weights in this iterator are primarily intended to bring out the edges of the internal structure of the nebula.

Iterator 5

Set the weights, in order, to:

The weights in this iterator are intended to manipulate the weights of color applied across the fractal, which will be an important aspect when we get to working with the shaders on each iterator.

Iterator 6

Set the weights, in order, to:

The weights in this iterator are primarily intended to bring out the edges of the external structure of the nebula.

Iterator 7

Set the weights, in order, to:

The weights in this iterator are intended to bring down the intensity of the stars and make the nebula itself fully visible with stars as a nice detail amid the soft underlying structure.

In order to arrive at the fractal depicted at the start of this tutorial, we'll need to add in a gradient and set up the palette locations and blend speeds for each iterator. You can find the parameters we'll be modifying in the world editor under "Shader" for each iterator. The gradient I designed for the final product was focused on a blend of auburn, gold, and green:

In my experience, blue goes well with other vibrant colors, such as red, yellow, and green. Try to focus on compositions that use complementary colors, separated by section. I usually keep one or two colors for the foreground (the exterior edges and primary structures within the nebula) of the nebula and a separate color for the background (the inside of the nebula where the piece is primarily soft and flowing).

Iterator 1

Set the palette location to:

0.75

Set the blend speed to:

0.03

Iterator 2

Set the palette location to:

0.14

Set the blend speed to:

0.44

Iterator 3

Set the palette location to:

0.37

Set the blend speed to:

0.18

Iterator 4

Set the palette location to:

0.3

Set the blend speed to:

0.03

Iterator 5

Set the palette location to:

0.99

Set the blend speed to:

0.06

Iterator 6

Set the palette location to:

0.60

Set the blend speed to:

0.32

Iterator 7

Set the palette location to:

0.57

Set the blend speed to:

0.03

There's one last step to bring this piece together: adjusting the response curves and some of the settings for the image. Open "Imaging Settings" if you don't already have it open, then set Brightness to 12.0, 1/Gamma to 1.6, and the Gamma Threshold to 0.0.

We're also going to want to set up the response curves as follows:

Make sure you setup the background color to (0.03, -0.03, 0.08) and check the box that says "Apply before curves."

Then, go through each of the other channels, RGB, and adjust the curves to be as follows:

And now we're done!

Note: If you want a blurring effect, try adding some pre-transforms with Gaussian set to a really small value (around 0.02-0.05) in a couple of the iterators.

Know that none of these values are magic numbers; I highly recommend that you continue to tweak your fractal, experimenting with new variations, transforms, and xaos weights. Thank you for taking the time to read this tutorial and happy fractaling!

## Fractal Phone Cases!

Sun Aug 26, 2018, 6:02 PM

I'm excited to announce that I've partnered with Case Mate and Printify to bring my fractal designs to phone cases! Several designs are now available exclusively through Etsy. They're high-quality, low-cost cases created in the United States. There are both slim designs and extra-protective case designs, the latter having an extra rubber layer for drop protection. This is just a small venture for right now, but if there's interest, we'll be able to expand the listings further!

Take a look on the Fractalesque Etsy shop to see the currently available cases:
www.etsy.com/shop/Fractalesque

The slim cases are available for:

iPhone X

Galaxy Samsung S5, S6, S7, S8, S9
iPhone 5, 6, 7, 8

The protective cases are available for:

iPhone 5, 6, 7, 8
iPhone X
Samsung Galaxy S6

## Starblazer is Now Available for iOS!

Fri Aug 10, 2018, 9:36 AM

Hello everyone!

I'm excited to announce that my newest mobile game for iOS has just been released for FREE on iPhones and iPads! You can check it out on the appstore here!

An alien threat from beyond the reach of the Alliance of Planets has emerged to take over the galaxy! Do you have what it takes to save it? There's constant action and a classic story to follow as you progress through the galaxy in an effort to defeat the invading threat: Battle through unique waves of enemies, upgrade your spaceship, and immerse yourself in a retro space shooter tribute to one of history's best games.

Game Features:

-Battle through 20 unique campaign levels, exploring the story of Starblazer!
-Fight four epic bosses, each with different movesets and designs!
-Play as 6 different spaceships, each with their own powers!
-Earn up to 20 awesome in-game achievements!
-Share your highscore with the universe world via GameCenter!

If you like it, be sure to leave a rating on the appstore!

## Visiting DeviantArt HQ!

Thu Jun 14, 2018, 8:27 PM

Recently, I had the wonderful opportunity to do some testing for DeviantArt at their headquarters. Luckily, now that I'm living in Pasadena, CA, and not Winchester, VA, it was only a 30 minute drive from campus. I kept the radio on as I drove, listening to the news from around the world, excited about what I might be testing. I got a bit lost at first, taking a wrong turn when trying to find the parking garage, but I finally did and made my way over to the office building and entered the elevator in the lobby.

As the elevator opened, I was greeted with dark greys and vibrant greens, as well as some hand-made signs pointing which direction DA HQ was -- though, it would have been hard to miss given the giant title immediately to my left. I walked into the reception area and was instantly greeted by the receptionist and the man who was to be my tour guide. I was led back to the kitchen and offered some light refreshments: drinks from the fridge and snacks from a cupboard. I couldn't help but find it all quite quaint, a nice self-contained area for employees to work. Then, it was time to begin. Unfortunately, at this point, I can no longer say what I saw or what happened! However, I can wholeheartedly say that my time spent at HQ was fantastic -- they even gave me some awesome gifts for participating!

I'd like to give a shout-out to for inviting me and for all the kind gifts! I was more than happy to offer my time to make DA better.

Stay tuned for more!

Logan A. Apple
ThoughtWeaver

Hello everyone!

Recently, as a side project, I made a program that could generate interesting structures from a generalized version of Conway's Game of Life. They were pretty interesting overall, so I decided to create a Twitter bot for posting them: @AutomataGen

Hello everyone!

I'm excited to announce that, from now on, I'll be rendering my fractals as 1536x2560 for portrait and 2560x1536 for landscape. This upgrade in render quality also means that I'll be selling prints of my fractals here on DA! All of my fractals from now on will be purchasable as any of the following: an art print, canvas print, photo, greeting card, postcard, mousepad, coaster, or magnet.

That's all for now. Stay tuned!
For any of you who bought Shadows, I just released a performance update after receiving some recent concerns from players playing it on PCs with a high CPU/GPU strain. Version 1.1 of Shadows is now live on Steam and will soon be live on Gamejolt! Check it out here: steamcommunity.com/games/56338…

If there are any questions, comments, or concerns, I'll be happy to address them!
Happy holidays to you all! It's been a marvelous year, and I've been so happy to share it with everyone here on DeviantArt. I'm looking forward to more fractals yet to come in 2018!

Best wishes,

Logan Apple
ThoughtWeaver
Hello everyone!

I’m beyond glad to say that Shadows has officially been released! Version 1.0.0 is now live both on Gamejolt and on Steam across the world. It’s been an incredible journey developing this game alongside a community of people who wanted to see it succeed and grow. The story, the design, and the gameplay have evolved over the past two years thanks to the support of an incredible group of people.

store.steampowered.com/app/563…

~Logan

Hello everyone!

I'm excited to announce that in three weeks Shadows will release to Gamejolt (gamejolt.com/games/shadows/227…) and Steam (store.steampowered.com/app/563…). A lot of time and effort has gone into making this a reality, and I'm beyond excited to be at the conclusion of its development! The new release trailer just went live today. Check it out below:

~Logan
Hello everyone!

As many of you know, for the past year and a half, I've been working on a videogame project called Shadows! The game is entering its last couple of months in Early Access, so if there's something you want to see added or give feedback on, this is the time to do it. I just released a huge patch for the game that implemented a ton of new features and redesigned a lot of the older graphics in the game. This is part of an ongoing process to enhance and polish the entirety of Shadows before its release, so expect to see further changes in early July!

If you want to check out the game, you can do so on Steam: store.steampowered.com/app/563…

Want to give feedback on the game? I'm always looking for suggestions, so feel free to offer them on the Shadows subreddit (www.reddit.com/r/shadowsgame/) or on TGN Squadron's Discord channel for Shadows (discord.gg/QF4gMKA)!

That's all for now,

~Logan
Hello everyone!

As some of you know, I've been quite busy for the past several months with the release of my newest game, Shadows, on Steam. I'm happy to announce that the game is now also available on Gamejolt! For those of you who would like to play the game but don't have a Steam account, this is a great option. The game is purchasable on a "name your own price" basis, so if you'd like to support my efforts I would greatly appreciate it!

You can check out the game on Gamejolt here: gamejolt.com/games/shadows/227…

Want to give feedback on the game? I'm always looking for suggestions, so feel free to offer them on the Shadows subreddit: www.reddit.com/r/shadowsgame/

That's all for now,

~Logan
Happy Holidays to you all!
Happy Thanksgiving to everyone who celebrates it! If you don't, I nevertheless wish you a wonderful day. :bademoticon:
Hello everyone!

Just yesterday, I started a campaign to reach 500 upvotes for Shadows on Steam Greenlight! If you retweet my latest post from @loganapple540 on Twitter, you'll be entered to win a free redeemable code for The Sims 4.

Or if you'd prefer, you can just upvote it directly at: bit.ly/ShadowsGame

The game is already 55% of the way to its goal, but it still needs your support to get it published! Anything you can do to help would be greatly appreciated. Thank you everyone!

~Logan, ThoughtWeaver
Hello everyone!

I am incredibly excited to announce that MFPallytime has agreed to sponsor Shadows and has published a First Impressions video of the game. If you would like to take a look at it, you may do so here:

To help get it published, you can vote for it on Steam Greenlight at: steamcommunity.com/sharedfiles…
Hello everyone!

In case you've been wondering where I disappeared to for the past few weeks, I've been working on getting everything prepared for the announcement of my new game: Shadows.

Shadows is a puzzle-based platformer taking place in a silhouetted world. Your goal is to construct a beacon of light to call for help and find your way home. Along the way, you will be able to discover pieces of your past, memories lost after your arrival in the caves. Fireflies will be your guiding light, without them you will enter into the darkness of the caves never to return.

To help get it published, you can vote for it on Steam Greenlight at: steamcommunity.com/sharedfiles…

Recently, both due to a sudden curiosity and a need to replace my last journal entry with a newer one, I decided it would be interesting to examine the ratios of views to favorites on all my fractals from the past year. Is there any purpose to this? Not particularly, however it was fascinating to see the results:

On average, over the past year, my fractals have gotten 386 views and 61 favorites per fractal. Averaging the ratios for each of the individual fractals returned that 16.647% of all people who viewed my fractals favorited them. However, recently, even though the number of views per fractal has decreased, the percentage of those viewing to favoriting has been more than 10% higher on average (as taken by the past five fractals submitted) than the overall average. Note: this value, of course, is not entirely representative of those just on DA, as people externally without accounts could come and view my fractals.

Anyhow, that was just something I did for fun. If anyone's interested, the data is all here:

Logan A. Apple
ThoughtWeaver
Hello everyone!

I'll be taking a month-long course on programming and mathematical modeling during July, so I won't be releasing any new works during that time. However, I have planned out a before-and-after series, showing how some of my older works began and ended in a side-by-side format with some commentary about the changes in the description.

Have a fantastic day (and summer!),

Logan Apple
ThoughtWeaver
Hello everyone!

I am happy to announce that my newest mobile game, Rings of Radiance, has been released for iPhones on the app store. Rings of Radiance is a game of speed and skill! As your token moves through the rings, you will have to carefully time your finger to tap the ring that glowed; every correctly tapped ring earns you a point. Beware: every time you earn a point, your token begins to move faster! Use the points that you've earned to purchase new tokens, each with their own unique powers.

Can you tap your way to victory?

itunes.apple.com/us/app/rings-…