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i am playing more with Vex right now:

 

Vex Code:

float resX = 600;
float resY = 600;
float deltaD = 0.5;
int numVert = 3;
float pi = 3.1415922653;
float rotOffset = pi / 6.0;
vector pos= {0,0,0};

float cx = (resX/2.0)*cos((2*pi/numVert) + rotOffset) + (resX /2);
float cy = (resY/2.0)*sin((2*pi/numVert) + rotOffset) + (resY /2);

int iter = chf("iteration");

for(int i=0; i<(iter+15); i++) {
     int num = int(((rand(i)*32767) % numVert) +1);

     float xVert = (resX/2) * cos((2*pi*num / numVert) + rotOffset) + (resX/2);
     float yVert = (resY/2) * sin((2*pi*num / numVert) + rotOffset) + (resY/2);
        
        cx += deltaD * (xVert - cx);
        cy += deltaD * (yVert - cy);
        if(i>15) {
            pos.x = cx;
            pos.y = cy;
            addpoint( 0, pos );
            }
        }
        

 

 

 

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very cool work. i just started playing with julia sets in Cop2 nodes set to volume. have you done any fractal tests as volumetrics?

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3 hours ago, jerjozwik said:

very cool work. i just started playing with julia sets in Cop2 nodes set to volume. have you done any fractal tests as volumetrics?

tks, i did some volume renders with displacement, Lee Giggs style, but the rendertime was extreme slow.

julia, manldebulb is quite data heavy and limits creative freedom. i am using only real geo / splines instead.

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Posted (edited)

i using classic Julia Fractal to drive my spline :
cool spline (Mantra) and black-and-white

julia_v002.png

julia_v003.jpg

Edited by schwungsau
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