Switch Formula Plugins Part 4
One of the more interesting formulas is the slope formula, which can be thought of as a poor man's raytracer as the coloring depends upon normals to the fractal surface. The coloring process is typically called lighting. Object Formula Switch Lite has a plugin called Switch Slope. When that is selected the user will see a number of parameters for use with the slope formula, along with the Mandelbrot Julia Switch formula which as usual is the default. Both divergent and convergent switch formulas will work just fine. One of the Lighting ucls must be used to get the benefits of the slope formulas. Standard.ucl has the traditional plain vanilla formula. I usually use Lighting with Textures, which is in reb5.ucl, as it has a number of useful bells ans whistles. Another interesting lighting formula is Direct Color Slope, which is in reb.ucl. It comes the closest to doing raytracing. There will be an example of its use in Part 5.
Slope Parameters
The user should start by examining the various slope parameters. Directly under Switch Slope is Orbit Separation. It provides a measure of how close the surface normals are spaced. If it is too large the image will be blurred, while if it is too small noise will be generated. Towards the bottom is the Height value, which is a plugin. Virtually any Trape Shape can be used here and produce interesting effects. The default plugin is Slope Basics, which provides the traditional Height values. The user should try the various 'basic heights' to see what they produce. Try replacing Slope Basics with other Trap Shapes.
Lighting Parameters
Lighting with Textures is assumed to be the ucl in use. For Slope Lighting the user has a choice of Point source and Infinite light. Try playing with both to see the effects. The remaining parameters will be covered in Part 5.
General Considerations
The gradient used for the slope formulas is quite important. Obviously any gradient can be used, but to get raytrace-lighting effects the gradient is very important. Look at MandelbrotSlope and JuliaSlope which have been posted to the forum. The bottom layer is the slope layer, and the gradient is the appropriate gradient for good lighting effects. The best way to added color is with a second layer as shown in the two examples.
**Switch Formula Plugins Part 4**
One of the more interesting formulas is the slope formula, which can be thought of as a poor man's raytracer as the coloring depends upon normals to the fractal surface. The coloring process is typically called lighting. **Object Formula Switch Lite** has a plugin called **Switch Slope**. When that is selected the user will see a number of parameters for use with the slope formula, along with the **Mandelbrot Julia Switch** formula which as usual is the default. Both divergent and convergent switch formulas will work just fine. One of the **Lighting** ucls must be used to get the benefits of the slope formulas. Standard.ucl has the traditional plain vanilla formula. I usually use **Lighting with Textures**, which is in reb5.ucl, as it has a number of useful bells ans whistles. Another interesting lighting formula is **Direct Color Slope**, which is in reb.ucl. It comes the closest to doing raytracing. There will be an example of its use in Part 5.
**Slope Parameters**
The user should start by examining the various slope parameters. Directly under **Switch Slope** is **Orbit Separation**. It provides a measure of how close the surface normals are spaced. If it is too large the image will be blurred, while if it is too small noise will be generated. Towards the bottom is the Height value, which is a plugin. Virtually any Trape Shape can be used here and produce interesting effects. The default plugin is **Slope Basics**, which provides the traditional Height values. The user should try the various 'basic heights' to see what they produce. Try replacing **Slope Basics** with other Trap Shapes.
**Lighting Parameters**
**Lighting with Textures** is assumed to be the ucl in use. For **Slope Lighting** the user has a choice of Point source and Infinite light. Try playing with both to see the effects. The remaining parameters will be covered in Part 5.
**General Considerations**
The gradient used for the slope formulas is quite important. Obviously any gradient can be used, but to get raytrace-lighting effects the gradient is very important. Look at **MandelbrotSlope** and **JuliaSlope** which have been posted to the forum. The bottom layer is the slope layer, and the gradient is the appropriate gradient for good lighting effects. The best way to added color is with a second layer as shown in the two examples.