Faerie Blossoms. Fractal created by Krys. Used APO7 and this script.
// Created by Bunny Clarke
// http://bunnyclarke.my-fractals.com
// based on a flame by ainsoph_00 at Renderosity.
// Faerie Blossoms
// Requires wedge, loonie, stripes, & tess_v2 plugins.
// Tip: Move transform 1 (red) around left or right, up or down to get best results.
g:= 1;
If not InputQuery ('Use Current Gradient ?','1=No 2=Yes',g) then
Exit;
Clear;
//adds transform julian
AddTransform;
with Transform do
begin
Transform.Variation[0] := 0;
spherical := random/10;
julian := 1.0 + random*1.5; //Sets the julian variation
julian_power := 2 + random * 0.5;
julian_dist := -1;
zcone := 0.01;
Transform.Color := random;
Transform.weight := 1.25;
scale(0.25);
rotate(random*95)
op := (RandomRange(1,2) or RandomRange(-1, 1)) * Random + RandomRange(-1, 2)* 0.125;
Transform.E := random*0.5
Transform.F := random*0.5
end;
// adds transform shaping
AddTransform;
with Transform do
begin
Transform.Variation[0] := 0;
pre_blur :=2.15;
hemisphere := 0.233;
zscale := random;
loonie := random;
stripes := 0.3 + random/10; // if you don't like the variation of this just change it to 0.5
Transform.Color := random;
Transform.weight := 0.85;
scale(0.25);
rotate(random*50)
op := (RandomRange(1,2) or RandomRange(-1, 1)) * Random + RandomRange(-1, 2)* 0.005;
Transform.E := -op;
Transform.F := (2+(random*3.5));
end;
AddTransform
with Transform do
begin
Transform.Variation[0] := 0;
swirl := 0.01;
bubble := 0.15;
pre_blur := 2;
wedge := 0.04;
wedge_angle := 1.5708;
wedge_hole := 0;
wedge_count := randomrange (4, 7);
wedge_swirl := 0;
Transform.Color := random;
Transform.weight := 0.25;
scale(0.5);
rotate(random*360)
op := (RandomRange(1,2) or RandomRange(-1, 1)) * Random + RandomRange(-1, 0.52);
Transform.E := op;
Transform.F := -op;
end;
AddTransform
with Transform do
begin
Transform.Variation [0] := 0;
eyefish := 0.066;
bubble := 0.51;
pre_blur := 3;
julian := 0.005;
julian_power := 5 + random;
julian_dist := 2.5 + random;
wedge := 0.04;
wedge_angle := 1.5708;
wedge_hole := 0;
wedge_count := randomrange (4, 7);
wedge_swirl := 0;
Transform.Color := random;
Transform.weight := 0.85;
scale(0.35);
rotate(random*360)
op := (RandomRange(1,2) or RandomRange(-1, 1)) * Random + RandomRange(-1, 0.25);
Transform.E := op;
Transform.F := -op;
end;
AddTransform
with Transform do
begin
Transform.Variation[0] := 0;
bubble := -0.091;
julia3D := 1 + random/20;
julia3D_power := 2;
ztranslate := 0.07;
Transform.Color := random;
Transform.weight := 0.1;
scale(0.45);
rotate(random*250)
op := (RandomRange(1,2) or RandomRange(-1, 1)) * Random + RandomRange(-1, 2);
Transform.E := op;
Transform.F := -op;
end;
AddTransform;
With Transform do
Begin
Transform.Variation[0]:= 0;
tess_v2:= 1; // Spreads elements out instead of just repeating as Linear does
a:= 1;
b:= 0;
c:= 0
d:= 1;
e:= 0;
f:= -1.5;
Transform.Color:= random;
Transform.Weight:= 1;
End;
// Randomised Gradient cause :shrug:
If g=1 then
For Grad_highside := 0 to 255 do
begin
For Grad_lowside := 0 to 2 do
begin
Colour := RandomRange(50, 256);
N_W := RandomRange(5, 10);
For Node_Width := 0 to N_W do
begin
Flame.Gradient[Grad_highside + Node_Width, Grad_lowside] := Colour;
end;
end;
Grad_highside := Grad_highside + N_W;
end;
Flame.gamma := 2.5;
Flame.brightness := 10;
Flame.x := 0;
Flame.y := 0.2;
Flame.pitch := (PI/180)*(RandomRange(200, 401)/10)
flame.yaw :=(PI/180)*(RandomRange(-3600, 3600)/10); //random 360 degrees
Flame.perspective := 0.15;
flame.scale := (20 + (random/2));
CalculateScale;
ResetLocation := true;
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