uf着色之-三角不等式平均法
此法榕老师研究过,这两天一直在研究,效果不好。希望大家共同研究。
Triangle {
;
; Variation on the Triangle Inequality Average coloring method
; from Kerry Mitchell. The smoothing used here is based on the
; Smooth formula, which only works for z^n+c and derivates.
;
; Written by Damien M. Jones
;
init:
float sum = 0.0
float sum2 = 0.0
float ac = cabs(#pixel)
float il = 1/log(@power)
float lp = log(log(@bailout)/2.0)
float az2 = 0.0
float lowbound = 0.0
float f = 0.0
BOOL first = true
loop:
sum2 = sum
IF (!first)
az2 = cabs(#z - #pixel)
lowbound = abs(az2 - ac)
sum = sum + ((cabs(#z) - lowbound) / (az2+ac - lowbound))
ELSE
first = false
ENDIF
final:
sum = sum / (#numiter)
sum2 = sum2 / (#numiter-1)
f = il*lp - il*log(log(cabs(#z)))
#index = sum2 + (sum-sum2) * (f+1)
default:
title = "Triangle Inequality Average"
helpfile = "Uf*.chm"
helptopic = "Html/coloring/standard/triangleinequalityaverage.html"
param power
caption = "Exponent"
default = 2.0
hint = "This should be set to match the exponent of the \
formula you are using. For Mandelbrot, this is usually 2."
endparam
param bailout
caption = "Bailout"
default = 1e20
min = 1
$IFDEF VER40
exponential = true
$ENDIF
hint = "This should be set to match the bail-out value in \
the Formula tab. Use a very high value for good results."
endparam
}
向uf光照着色开刀:
Lighting {
;
; Coloring algorithm for the Slope family of fractal types.
; This coloring algorithm performs 3D lighting for these
; fractals.
;
; Written by Damien M. Jones
;
final:
float vz = -sqrt(1-|#z|) ; extract implied portion of normal
float d2r = #pi/180 ; degrees to radians conversion factor
; compute cosine of angle between these vectors
; (this is the amount of lighting on the surface)
float l = lx*real(#z) + ly*imag(#z) + lz*vz
IF (l < @ambient) ; light is below the ambient level
l = @ambient ; set it to the ambient level
ENDIF
IF (@ambient < 0) ; the ambient level is negative
l = l + 1 ; offset to prevent clipping at 0
ENDIF
#index = l*0.99 ; reduce it just a bit to prevent
; the colors from wrapping
default:
title = "Lighting"
helpfile = "Uf*.chm"
helptopic = "Html/coloring/standard/lighting.html"
heading
text = "Tip: Combine with one of the Slope formulas"
endheading
param @angle
caption = "Light Rotation"
default = 90.0
hint = "Gives the rotation of the light source, in degrees. With 0 \
degrees, the light comes from above. Positive values give \
clockwise rotation."
endparam
param @elevation
caption = "Light Elevation"
default = 30.0
hint = "Gives the elevation of the light source, in degrees."
endparam
param @ambient
caption = "Ambient Light"
default = 0.0
min = -1.0
max = 1.0
hint = "Specifies the level of ambient light. Use -1.0 to \
color all surfaces."
endparam
}作者: mjj_ljh 时间: 2012-3-2 20:14