FAERIE BLOSSOMS-script

 

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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