Logo by dainbramage - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Visit the official fractalforums.com Youtube Channel
 
*
Welcome, Guest. Please login or register. March 28, 2024, 02:23:31 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!



 
  Search  

  Slideshow  
improbabilityFractalautumn Mandel
Fractal
Previous Image | Next Image
Description:
Stats:
Total Favorities: 1 View Who Favorited
Filesize: 489.66kB
Height: 1068 Width: 1600
Discussion Topic: View Topic
Keywords: gpu generative art 
Posted by: alexl May 04, 2015, 02:56:09 AM

Rating: ***** by 29 members.

Image Linking Codes
BB Code
Direct Link
Html Link
0 Members and 1 Guest are viewing this picture.
  Slideshow  

Comments (6) rss
fractalista
Forums Newbie
*
Posts: 0


View Profile
June 04, 2015, 12:46:26 AM
very surreal, somewhat like Picasso, but also reminds me of Klee in a way - great work for sure.
fractalista
pulsar69
Navigator
*****
Posts: 66


View Profile WWW
May 17, 2015, 06:02:13 PM
Nice and unusual work there ! Kind of surrealism painting.
alexl
Safarist
******
Posts: 91


View Profile WWW
May 04, 2015, 04:17:48 PM
Quote from: cKleinhuis
nice one, can you provide more information how you achieve that?

GLSL. Formula:
float Make_Form(vec2 coord)
 {
    vec4 a,b,d;
    float l,k;

    k=pow(1.0-coord.y,4.0);
    coord.x=(coord.x-0.5)*1.4+0.5;
 
    vec2 coord1=coord;


   b.x=coord.x+sin(mix(coord.y,coord.y,f1.z)*(1.0+f2.z*f3.z));
   b.y=coord.y+sin(b.x*(1.0+f2.w*f4.z));
   
   a.xyz=vec3(coord.x,coord.y,(coord.x+coord.y));

    float f=0.5/(length(coord-vec2(f1.x,f2.x)*0.6)+0.3);

   b=sin(a*10.0*(0.3+f4.w));

   b.z=sin(a.y+f*(0.2+f1.w)+b.x+(quad(b.y-f2.x-1.0,f3.z)));

   b.x=sin(a.y*4.0*(0.2+f1.y)+b.z*(b.y+f2.y));
   b.y=sin(a.x*4.0*(0.2+f1.z)+2.0*b.x*(b.z+f2.z));

   coord1+=(b.xy)*0.03*f3.z*(1.3-layer);
   
   vec2 z = (coord1-0.5)*1.5+f4.xy;
    vec2 c = vec2(0.5+f2.x,f2.y*2.0);

    z=ssin(z*2.0);
    vec2 z1=z;
 
    float r2=0.0;
        float i=0.0;
    float n=3.0;
    float st=0.0;
     for(i=0.0;i<n;i+=1.0)
        {
       z=z1;
       z1=(mpx(sinm(z1),mpx(sinm(z1*(0.5+f2.z)),sinm(z1))))-(z1)*f1.w+c;
 
       r2=z1.x*sin(z1.x)*sin(z1.y);
       if(abs(r2)>f2.w*2.0+0.5)
          break;
 
       st=abs(z.x-z1.x)+abs(z.y-z1.y);
       if(st>10.0)
          break;
 
    }
    b.xy=ssin(atan(z1.xy-z.xy))*0.5;  //b.xy=clamp(z.xy-z1.xy,-1.0,2.0);  
 
    b.z=i/4.0;
 
    d.xy=b.xy;
    d.z=i/n;
 
 
    gl_FragColor.xy=b.xy;
     b.xy=z.xy;
    vec4 ff2=f2;
    vec4 ff1=f1;
 
    ff1=(f1-0.5)*0.4+0.5;
    ff2=(f2-0.5)*0.4+0.5;
 
    l=length(coord.xy-0.5);
   
     b.y*=0.2;

    b.y=max(b.y,(1.0-pow(abs(abs(0.5-coord1.x)-0.3-(1.0-layer)*0.2+(f2.z-0.5)*0.3),0.2+abs(b.x-0.2)*0.5)));
 
    l=k;
 
   k*=k;
    a.w+=b.y*0.1;
    b.y*=smoothstep(0.0,0.1,a.w);
    c=b;
 
    b.y-=smoothstep(0.7,1.0,coord1.y)*0.27;
    b.y-=1.0-smoothstep(0.0,0.2*f4.y,length(coord1-0.25-f4.xw*0.25));
 
   b.y*= smoothstep((1.0-layer)*0.2,(1.0-layer)*0.2+0.1-layer*layer*layer*0.0,coord.y);  
    coord1.x=(coord1.x-0.5)*1.3+0.5;
 
    gl_FragColor.y=fract((b.y-0.5)*8.1);
    gl_FragColor.x=fract(gl_FragColor.x*4.0);
 
    b.y=smoothstep(0.7,0.8,b.y);
    gl_FragColor.b=((1.0-b.y)*2.0)*step(0.5,b.y);
    return  step(0.5,b.y);
 }
 
vec2 mpx(vec2 a,vec2 b)
 {
    vec2 r;
    r.x=a.x*b.x-a.y*b.y;
    r.y=a.y*b.x+a.x*b.y;
 
    return r;
 }
float sinh(float a)
 {
    return (exp(a)-exp(-a))/2.0;
 }
 
 vec2 sinh(vec2 a)
 {
    return (exp(a)-exp(-a))/2.0;
 }
 
 float cosh(float a)
 {
    return (exp(a)+exp(-a))/2.0;
 }
 
 vec2 cosh(vec2 a)
 {
    return (exp(a)+exp(-a))/2.0;
 }
 
 vec3 cosh(vec3 a)
 {
    return (exp(a)+exp(-a))/2.0;
 }
 
 vec2 sinm(vec2 D)
 {
    return vec2(sin(D.x)*cosh(D.y),cos(D.x)*sinh(D.y));
 }
 
 vec2 cosm(vec2 D)
 {
    return vec2(cos(D.x)*cosh(D.y),sin(D.x)*sinh(D.y));
 }

vec2 ssin(vec2 a)
 {
    a/=3.14;
    a+=0.5;
    vec2 b=fract(a);
 
    vec2 c=floor(a)-floor(a/2.0)*2.0;
    b=mix(b,1.0-b,step(0.5,c));
    return b=(b-0.5)*2.0;
 }
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


View Profile WWW
May 04, 2015, 12:41:36 PM
nice one, can you provide more information how you achieve that?
KRAFTWERK
Global Moderator
Fractal Senior
******
Posts: 1439


Virtual Surreality


View Profile WWW
May 04, 2015, 10:32:03 AM
Lovely!
Pacome
Alien
***
Posts: 32


View Profile
May 04, 2015, 10:05:56 AM
Quasiment une peinture ! *****

Return to Gallery

Powered by SMF Gallery Pro

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.367 seconds with 43 queries. (Pretty URLs adds 0.013s, 1q)