![]() ![]() The scaling is non-linear so, make sure to use the s-output (the fourth) to divide the DF amplitude at the end of the tree to avoid convergence problems. This component reflects the space around a sphere. When iterated with rotation and offset, Saw Space creates interesting fractal textures and can be used to modify other objects. Infinite mirror saw and scaling in 2D on the xz plane. Two planar rotation symmetries around they given axis.Ĥ5° mirror transform that converges to Sierpinsky Tetrahedron fractals when iterated.Ĥ5° mirror transform that converges to Sierpinsky Octahedron fractals when iterated. A mix of planar rotation symmetries with spherical folding. Reflect the space between two spheres of Radius A and B where A and B are the values of the parameter sliders A and B. Parameter options: Radius 1, Radius Pi, Radius Pi2, Radius 16. Inputs (x,y,z) AND S are divided by length(x,y,z) squared. Parameter options : Radius 1, Radius Pi, Radius Pi2, Radius 16.Similar to the 22 Complex Inverse component. Inputs (x,y,z) AND S are divided by length(x,y,z)2. Similar to the 22 Complex Inverse component. Most of the algorithms result in non-uniform space scaling and require use of the S (fourth) output to adjust the scaling of DF fields to avoid convergence problems.Įxample: A fractal obtained with "Rotation Sym xz & Spherical fold" Many of these are mind-bending transforms especially useful for creating 3D fractals. ![]() This component implements many interesting non-linear space transforms that would normally be challenging for DFRM (Distance Field Ray-Marching). Learn more about DF modeling in Building 3D Objects : DFRM guide. The scale 'S' value is important for DFRM trees that distorts space to make sure that the system converges correctly ( Divide the Distance field value by the S-Space scale 4th output). In other words it outputs the vector (Scale*x,Scale*y,Scale*z,Scale*S). The output is the scaled space (from the xyz outputs) and the fourth input (S) multiplied by the 'Scale' parameter value. This component takes a 3D space (xyz) plus a scale value as its inputs (such as the values generated by the 34 S-Space Scale component. Scale the space uniformly and send out an adjusted scale value in output 4. Discarding infinities might be necessary to avoid discontinuities in iterative fractal shaders or to discard the implicit infinity masking. When 'Discard infinity' is set infinity in alpha are mapped to -1. Options 'Pass infinity' and 'Discard infinity'. Infinities in RGB are shaded with the Depth cue color in any cases. The output is clipped to a valid color range (i.e. This behavior is convenient when working with the various S-Space components.Īpply a Smooth clamping function to the alpha channel (fourth input) and pass through the other channels unchanged.'Roof level' has to be higher than 'Floor level'. This is simply a 3D Rotate (like 33 3D Rotate) with a fourth input that is passed through without influencing anything. This is functionally identical to the 3D Scale component. The fourth input is passed out unchanged. Scale the (x,y,z) inputs using the vector (A,B,C). The fourth input should generally be kept unmodified. It functions identically to 33 3D Offset. ![]() When 'Discard infinity' is set incoming infinities in RGB are shaded with the Depth cue color.Īdd independent offsets to the (x,y,z,w) inputs. Options (ArtMatic engine 8.06): 'Pass infinity' and 'Discard infinity'. ![]() 'Scale w' multiplies to the (w/alpha) while 'Offset w' is added to the (w/alpha). Value above 1 will brighten the color before passing it out. 'Scale xyz' multiplies the (x,y,z) inputs which is often a color. Scale inputs (x,y,z) using parameter A, and independently scale and offset the fourth input(w/alpha) using B and C. In many cases, the fourth input is passed through to the fourth output without change.Ī bunch of 44 components serves as transforming a 3D space while maintaining a space scaling information in w as in the S-Space cases.Īn essential in-depth discussion of ArtMatic structures Trees and components is found in ArtMatic Designer References and in Building trees. Some 44 components can be useful for modifying the RGB with the alpha channel value to implement various shaders like Alpha Fade or Alpha gradient. In general we use X and Y capital case to refer to vector values and x y lower case to refer to scalar coordinates. The fourth input and output may be called either alpha or w. In this chapter, the left three inputs and outputs may be called either x y z or RGB. The output is generally of the same type as input. They can be quite similar to 33 or 34 components. ArtMatic References 4in 4out components //-//Ĥ4 components are generally used to process RGB+Alpha or 3D space + Alpha information (Remember Alpha can hold (channel/elevation/DF field). ![]()
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