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pillemaster — Talking About Structure
Published: 2012-06-14 08:08:53 +0000 UTC; Views: 33081; Favourites: 4; Downloads: 0
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Hello Everyone,

today I come to you with my own little "challenge" or "fractal talk". I'm trying to get a fractal with a more natural look lately. 

I wish to make something with apo which has some kind of a layered fluid or folded structure with some extra structure like found in rocks e.g.

 :thumb193936682:

... and first results: ...  


or even better would be something with a regularly ripped-open look like in tree bark or in the iris of the eye:

:thumb185035059:

... and a first result on this:


... and a first test result:

such structures seem to result from a process where a layered structure grows with differential speed, e.g. the bottom layer grows slower then the one on top. This process seems to slowly tear the top layers apart (mostly in one direction) and gives insights into the lower less affected layers.


Drying paint is the "one layer version" of this:



So If anyone likes to help me with this - please post a comment or some params.

Hope to hear from you + thank you for your help!

- pille

Related content
Comments: 37

1219wlb [2024-01-08 19:15:17 +0000 UTC]

👍: 0 ⏩: 0

DiscordantDreams [2017-09-27 17:49:35 +0000 UTC]

I see you used an image of Bismuth crystals. I also would like to know how to make Bismuth crystals designs in a fractal program.

👍: 0 ⏩: 0

TSHansen [2015-08-14 23:13:52 +0000 UTC]

There is a great book called Li
www.amazon.com/Li-Dynamic-Natu…
It basically has a lot of natural textures that function on both macro and micro level. Its been on my bucket list, would not be grand if someone did a variation of its using apo and Uf formula's to create them?? The book is well worth it very intriguing concepts. It would be nice to take it to another level.

👍: 0 ⏩: 0

zweeZwyy [2014-11-18 02:35:37 +0000 UTC]

Been away from fractalising for a few years, but kept my eye on the work of the master of Apo texture fx, iDeviant, previously a member of dA.  (Go to his Profile here). He now puts most of his more advanced recent output in blog tutorials. Check out various tuts on the blogspot  polyfractalisation polyfractalisation.blogspot.co… which links to his Wordpress freerangeapophysis - even if you don't find exactly what yr looking for, I'm sure you'll be inspired in many ways by what you find in his outstanding textural images & tuts.

👍: 0 ⏩: 0

timemit [2013-10-10 19:54:49 +0000 UTC]

hey.. i just saw this journal and it made me think of this..    .. If it is of any interest i can probably still track down the params although I haven't apo'd for a while.  cheers 

👍: 0 ⏩: 1

pillemaster In reply to timemit [2013-11-15 17:37:54 +0000 UTC]

wow - very interesting!!! great apo - have a clue how it was done ... ! thank you!

👍: 0 ⏩: 0

Dead-Levaithan [2013-02-25 18:46:37 +0000 UTC]

Umm.... i think i stumbled on something like iris([link] )??:








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110A3A0E0F3A0C173E0F1B3F171C3C191E36191E361A1F36

👍: 0 ⏩: 1

pillemaster In reply to Dead-Levaithan [2013-02-26 20:40:44 +0000 UTC]

yes, thank you very much - unfortunately i cannot open the params

👍: 0 ⏩: 1

Dead-Levaithan In reply to pillemaster [2013-02-26 21:16:03 +0000 UTC]

oh... any specific problem?

👍: 0 ⏩: 0

Preach-it [2013-01-09 01:28:52 +0000 UTC]

Just a thought but using a combination of Zvortex/Zpos=.5 with a wave, cylinder, and a touch of hyperbolic, finalled with Julia 3d and offset slightly should get you pretty close to the eye look without too much uniformity. You could also use NGon to get the shape but it always comes out too symmetrical for me. Sorry for no posted examples but I've kinda got my plate full atm. Love your work... Big fan... 7hanx for the tutorials.

👍: 0 ⏩: 1

pillemaster In reply to Preach-it [2013-01-09 22:47:21 +0000 UTC]

doesn't seem to work - you might need to show me what you mean

👍: 0 ⏩: 1

Preach-it In reply to pillemaster [2013-01-10 11:18:52 +0000 UTC]

rough draft:






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👍: 0 ⏩: 1

pillemaster In reply to Preach-it [2013-01-10 16:55:59 +0000 UTC]

quite impressive really good

👍: 0 ⏩: 1

Preach-it In reply to pillemaster [2013-01-11 02:38:14 +0000 UTC]

As I said it was just a rough sketch. If you play with the Xors, tune the variables, and add in an offset linear you can probably get a more complex version closer to what you want.

👍: 0 ⏩: 1

pillemaster In reply to Preach-it [2013-01-13 09:55:36 +0000 UTC]

hmm i will play a little with these params

👍: 0 ⏩: 0

feldrand [2012-07-16 06:39:47 +0000 UTC]

this looks like a very decent project - i already faved
[link]
under "top twenty fractals" because it looks so natural - colours and stucture - i love it...
sorry, i'm no "frctalist" at all (except my photo-manip approaches) so i can't help you here...

👍: 0 ⏩: 1

pillemaster In reply to feldrand [2012-07-18 12:12:26 +0000 UTC]

np

👍: 0 ⏩: 0

MichaelFaber [2012-06-16 03:37:07 +0000 UTC]

I think this flame has the components you're looking for. Not the right shapes though - it's too angular to be organic.















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👍: 0 ⏩: 2

pillemaster In reply to MichaelFaber [2012-06-17 15:56:50 +0000 UTC]

with only slightly changed weights and color:

p.s.: what exactly does the modulus do or how do i have to apply it?















474B53484B50494B4D48494B474749474547474446433C3A
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👍: 0 ⏩: 1

MichaelFaber In reply to pillemaster [2012-06-17 17:38:40 +0000 UTC]

Nice!

modulus wraps points outside of a square to the opposite side of the square. Here's a wikipedia article [link] I've found two main uses for this variation.

The first is what you see here. When you have something that is square you can post transform a modulus that has the same size. A simple example is a Sierpinski carpet that has a modulus post transform. Moving the modulus triangle moves the carpet shapes, but wraps them around to the other side of the carpet when they get beyond the border of the modulus.








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The second useful thing is when you have a repetitive pattern like a tile that you want to restrict to a square pattern. This can be useful for transforming a tile into a square without changing the pattern. Here you can see it in practice using a modulus final transform on a tile. The tile keeps the same pattern, but the repetitions are transformed over top of each other. You can move the modulus triangle around to change the offset, and also scale it to change how many repetitions are inside the square.









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👍: 0 ⏩: 1

pillemaster In reply to MichaelFaber [2012-06-18 07:40:10 +0000 UTC]

hello Michael, your comments were extremely helpful to me thank you very much!!!

i made a preliminary version of a fractal bark as well, check this out:















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MichaelFaber In reply to pillemaster [2012-06-18 16:18:31 +0000 UTC]

That does look like bark with square knots!

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pillemaster In reply to MichaelFaber [2012-06-17 15:02:28 +0000 UTC]

wow - this is really cool - incredible work! thank you!

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GraphicLia [2012-06-14 18:06:30 +0000 UTC]

another choice is Voroni which always looks very "cellular" to me. now I'll stop...

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pillemaster In reply to GraphicLia [2012-06-15 14:44:39 +0000 UTC]

yes - voroni gives the "one layer version" like in old paint - if i got this correctly

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GraphicLia In reply to pillemaster [2012-06-15 15:51:41 +0000 UTC]

This is way over my head but looked appropriate (Bower-Watson algorithm) [link]

[link] This was an interesting article. The section on zebra stripes brought to mind "strange attractors".
Simplistic thinking but it would seem if you lay down a base pattern and distort it in varying ways in successive transforms you would arrive at the structure you're looking for. When building a simple spiral with one linear and one spherical and pushing the linear values upwards I've ended up with something like your bark- just flat. I don't have the hang of the Z variables so resort to shading and color to achieve depth. MB3D would seem better suited to the task or Apo + Gimp.

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pillemaster In reply to GraphicLia [2012-06-17 15:57:17 +0000 UTC]

this was very interesting to read - thank you!

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GraphicLia [2012-06-14 18:00:34 +0000 UTC]

Like this: [link]

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pillemaster In reply to GraphicLia [2012-06-15 14:45:03 +0000 UTC]

these are pretty cool but hars to acchive, i guess

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ChaosFissure [2012-06-14 17:50:04 +0000 UTC]

I have a few "naturey" fractals, although I don't know if any of them are what you're looking for. I'd be happy to provide params for any of my fractals that might help if you want, some of which are below:

[link] [seashells]
[link] [bubbles/water]
[link] [crystalline, sorta]
[link] [leaflike]
[link] [structural]

You could probably accomplish stuff using good gradients with linear/spherical variations, and I'll see if I can come up with more tree-bark like shapes.

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pillemaster In reply to ChaosFissure [2012-06-15 14:45:59 +0000 UTC]

i like them all, but this is somehow not what I was looking for :/

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GraphicLia [2012-06-14 14:37:15 +0000 UTC]

The texturing plugins are useful in combination, ie Bwraps2 + Bwraps7, Crackle + Rectangles... Hyberbolic in combo with circus, curls, waves & julia's. I've just started toying with Hyperbolic/Hexnix. Mmmm, wedges and fans too. Just some corners to poke in.

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pillemaster In reply to GraphicLia [2012-06-14 16:00:43 +0000 UTC]

thanks you! ... mmm yes ... i was thinking more technically to reproduce the "algorithm" used by nature...

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GraphicLia In reply to pillemaster [2012-06-14 17:01:44 +0000 UTC]

Mmmm, like the math of a spiral?

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pillemaster In reply to GraphicLia [2012-06-15 14:47:43 +0000 UTC]

yes - like most of the fractals work - self repetition of a certain function (e.g. a crack in a crack in a crack.... like bark

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GraphicLia [2012-06-14 14:30:12 +0000 UTC]

From my June WIP folder (cylinder subbed for hyperbolic is softer):








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pillemaster In reply to GraphicLia [2012-06-14 16:01:09 +0000 UTC]

check this one:











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