Hi,
this is a MOST unsusual
image. Got it using border-out
values for bailout instead of border-in.
The In-version is a pretty multistructural
one and then this. Can anybody tell me
what happened? Invisible mandels seem to
be outside with their heads turned
to the inside.
Jim, or Paul, if listening, what do you think?
Note the FRM version with an improved
input section.
Albrecht
-----------------------start-par------------------
71635x { ; Mystery
; time 28.57 1600/1200
; Newt-secant-phoen-bees-mmods
reset=2004 type=formula formulafile=mfr_10.frm
formulaname=multifractal_10
function=cos/exp/exp/sin passes=t
center-mag=0.0104739/-0.881323/3.318983/0.8831
params=-0.05825983458967864/0.3785210730307932/716\
35.03564901002/14253.2207090221/151024.0204808192/\
384.32768524288/384.00482000595/128.3007681001/256\
.3007682001/512.3007683001 float=y
maxiter=3072 inside=maxiter outside=tdis
logmap=-4 periodicity=0 rseed=-2436
colors=000zz1zzC<2>zzz<3>jqdfo_blU<3>Mb8<3>LQ8KM8K\
J8<2>I88H44G00<3>TA5WD6ZF7aI8eLAhMBiODjQF<3>qeBriA\
tm9vq8xu7zz5zz4zz3<4>zj4zg4zc4<3>zS5zP5zL6zI6zE6wE\
6tD6<6>vAIv9Kv9M<3>x7Sy7Uy6Wz6Yz5_<3>f5Ma5IW4E<2>_\
4H<3>P3DN2CK2A<3>805G0BO0G<3>g0Ul0Xq0`v0d<2>y0fz0g\
y0h<3>u1mt1ns1or2q<2>v2u<3>c5eZ6`U6X<2>F9LAAG7FO4K\
W0Qc<3>5Xc6Zc7`c7aa7c_7eY<3>FcgHciJbl<3>S_v<3>civf\
lvinvlqvotvsww<2>zzz<3>rwzovzhsw<3>Gch8_d8Xa<3>8JP\
8FL8CI<3>SCCXCAaB9<3>uA2zA0xA0<12>SA1QA1NA1<3>D92<\
6>UXAW`BYcC<3>hrI<3>UnXRm_NlcJkgFfpAaz<3>PJoSFlWAi\
_5fc0ce7_jFRoNIzb0zj0000zr0
}
frm:multifractal_10 { ; Albrecht Niekamp Jan2005
;RP2 Left:5 Dig_Chan: (1)shape (2)outside (3)inside1 (4)inside2
(5)inside3
; Frm:0_off 1_Sec 2_Mand(2) 3_Bees 4_Jul 5_Mmod 6_phoen 7_newt
8_spid
; Right:2 Dig_MMods_Number of sides 2 Dig_Phoenix 2 Dig_Spider
; 1 Dig_TransReset-Shape: 0_no 1_DblMand 2_Iter-res 3_both
+5_warp
; 4 Dig_TransReset-Ch 2-5:0_no 1_z-reset 2_Iter-res 3_both
+5_warp
;IP2 Left: 5 Digits_Bailout Number for Channels 1 to 5
; Right: Variab: 4 Digits_Mand/Jul(2 var) 2 Digits_Secant 4
Digits_Bees
;RP3 Left: 2 Digits_Newtonvariable 4 Digits_Colour1
; Right: 5 Digits_Colour2 5 Digits_Colour3
;IP3 Left: Shape: Warp-factor (fn1 is used)
; Right: 5 Digits_Colour4 6 Digits_Colour5
;RP4 Left: Outside: Warp-factor (fn2 is used)
; Right: Outside: 4 Dig+1 fractaldig_bord-out 4 Dig+1
fractaldig_bord-in
;IP4 Left: Inside1_Maxiter
; Right: Inside1_Transition: 1_maxit 2_bordout 3_bordin
+5_maxit+bord
; 5 Digits_warp factor (fn2 used) 4 Dig+1
fractaldig_border1
;RP5 Left: Inside2_Maxiter
; Right: Inside2_Transition: 1_maxit 2_bordout 3_bordin
+5_maxit+bord
; 5 Digits_warp factor (fn3 used) 4 Dig+1
fractaldig_border2
;IP5 Left: Inside3_Maxiter
; Right: Inside3_Transition: 1_maxit 2_bordout 3_bordin
+5_maxit+bord
; 5 Digits_Warp factor (fn4 used) 4 Dig+1
fractaldig_border3
; Altnat: Left: 1_Lake effect enabled (Inside3 disabled)
; Right: 2 Digit_Frequency 2 Digit_Waterlevel 2
Digit_Amplitude
;
le=0
z=pixel
da=real(p2)
dd=trunc(da)
da=round((da-dd)*100000000000)+11111
dd=dd+11111
d=trunc(dd/10000)
dd=dd-d*10000
d3=(d==4)+(d==5)+(d==8)+(d==9)
d4=d3==0
vb=d>5
sc=d==2
mo=d==6
px=d==7
ab=px+(d==3)+(d==5)+(d==9)
d=trunc(dd/1000)
dd=dd-d*1000
ex1=d>1
sc1=d==2
mo1=d==6
px1=d==7
v1m=mo1+px1
v1j=d>7
dd1=v1j+(d==4)+(d==5)
ab1=px1+(d==3)+(d==5)+(d==9)
d=trunc(dd/100)
dd=dd-d*100
ex2=d>1
sc2=d==2
mo2=d==6
px2=d==7
v2m=mo2+px2
v2j=d>7
dd2=v2j+(d==4)+(d==5)
ab2=px2+(d==3)+(d==5)+(d==9)
d=trunc(dd/10)
ex3=d>1
sc3=d==2
mo3=d==6
px3=d==7
v3m=mo3+px3
v3j=d>7
dd3=v3j+(d==4)+(d==5)
ab3=px3+(d==3)+(d==5)+(d==9)
d=dd-d*10
ba=imag(p5)
mi3=trunc(ba)
dd=(d>1)+(mi3>1)
ex4=dd==2
sc4=d==2
mo4=d==6
px4=d==7
v4m=mo4+px4
v4j=d>7
dd4=v4j+(d==4)+(d==5)
ab4=px4+(d==3)+(d==5)+(d==9)
;
mm=trunc(da/1000000000)
da=da-mm*1000000000
ph=trunc(da/10000000)/100
da=da-ph*1000000000
sp=trunc(da/100000)/100
da=da-sp*10000000
d=trunc(da/10000)
ex0=d>4
da=da-d*10000
d=d-5*ex0
dm=(d==2)+(d==4)
ir0=(d==3)+(d==4)
d=trunc(da/1000)
w1=d>4
da=da-d*1000
d=d-5*w1
rs1=(d==2)+(d==4)
ir1=(d==3)+(d==4)
d=trunc(da/100)
w2=d>4
da=da-d*100
d=d-5*w2
rs2=(d==2)+(d==4)
ir2=(d==3)+(d==4)
d=trunc(da/10)
w3=d>4
da=da-d*10
d=d-5*w3
rs3=(d==2)+(d==4)
ir3=(d==3)+(d==4)
d=round(da)
w4=d>4
d=d-5*w4
rs4=(d==2)+(d==4)
tt=ex1+ex0+ex2+ex3+ex4
;
d=real(p3)
dd=trunc(d)
da=(d-dd)*10000000000
pp=trunc(dd/10000)
ba1=dd-10000*pp
ba2=trunc(da/100000)
ba3=da-100000*ba2
;
d=imag(p3)
sfac=trunc(d)
da=(d-sfac)*100000000000
ba4=trunc(da/1000000)
ba5=da-ba4*1000000
;
d=real(p4)
ofac=trunc(d)
da=(d-ofac)*10000000000
bh=trunc(da/100000)/10
bl=(da-bh*1000000)/10
bs=bl/2
;
d=imag(p2)
t=d<0
if (t)
d=-d
endif
dd=trunc(d)
da=round((d-dd)*10000000000)
d=trunc(dd/10000)
dd=dd-d*10000
bb0=ba1*(d==1)+ba2*(d==2)+ba3*(d==3)+ba4*(d==4)+ba5*(d==5)
d=trunc(dd/1000)
dd=dd-d*1000
bb1=ba1*(d==1)+ba2*(d==2)+ba3*(d==3)+ba4*(d==4)+ba5*(d==5)
d=trunc(dd/100)
dd=dd-d*100
bb2=ba1*(d==1)+ba2*(d==2)+ba3*(d==3)+ba4*(d==4)+ba5*(d==5)
d=trunc(dd/10)
dd=dd-d*10
bb3=ba1*(d==1)+ba2*(d==2)+ba3*(d==3)+ba4*(d==4)+ba5*(d==5)
d=round(dd)
bb4=ba1*(d==1)+ba2*(d==2)+ba3*(d==3)+ba4*(d==4)+ba5*(d==5)
;
d=da
p0=trunc(d/100000000)/10
d=d-p0*1000000000
p6=trunc(d/1000000)/10
d=d-p6*10000000
if (t)
p6=-p6
endif
p7=trunc(d/10000)/10
d=d-p7*100000
dp=p6+p0/100
p8=trunc(d/100)/100
d=d-p8*10000
p9=d/100
;
d=imag(p4)
mi1=trunc(d)
da=(d-mi1)*100000000000
d=trunc(da/10000000000)
bt1=d>6
da=da-d*10000000000
d=d-5*bt1
dt1=d>1
iv1=d==3
fac1=trunc(da/100000)
da=da-fac1*100000
bo1=(da/100000)/10
;
d=real(p5)
mi2=trunc(d)
da=(d-mi2)*100000000000
d=trunc(da/10000000000)
bt2=d>6
da=da-d*10000000000
d=d-5*bt2
dt2=d>1
iv2=d==3
fac2=trunc(da/100000)
da=da-fac2*100000
bo2=(da/100000)/10
;
if (mi3==1)
d=(ba-mi3)*1000000
fr=round((trunc(d/10000))*10) ;lake effect by S.Gallet
d=d-fr*1000
lv=(trunc(d/100))/100
d=d-lv*10000
am=d/100
u=real(rotskew*pi/180)
t=exp(-flip(u))
bo=1/real(magxmag)
q=bo/0.75*imag(magxmag)
dd=tan(imag(rotskew*pi/180))
da=2*q*t
rs=2*bo*(dd+flip(1))*t
zz=center+(-q-bo*dd-flip(bo))*t
z=z-zz
d=imag(conj(da)*z)/imag(conj(da)*rs)
le=d<=lv
if (le)
dd=lv-d
z=z+2*dd*(1+am*sin(fr*dd^0.2))*rs
endif
z=z+zz
else
da=(ba-mi3)*100000000000
d=trunc(da/10000000000)
bt3=d>6
da=da-d*10000000000
d=d-5*bt3
dt3=d>1
iv3=d==3
fac3=trunc(da/100000)
da=da-fac3*100000
bo3=(da/100000)/10
endif
;
if (vb)
if (d3)
if (ab)
z=z*le+pixel*(le==0) ;Spider
c=p1
else
z=z*le+pixel*(le==0)
c=p1 ;newton
endif
elseif (ab)
c=z
;Phoenix
z=z*le+pixel*(le==0)
else
c=0.4*log(sqr(z^mm)) ;many mods
z=0
endif
elseif (d3)
if (ab)
c=p1
;Julia
z=z*le+pixel*(le==0)
else ;bees
c=p1
z=z*le+pixel*(le==0)
endif
elseif (ab)
c=z ;Mandel
z=0
else
c=z ;Secant
z=z*le+pixel*(le==0)
endif
t=0
bo=|z|
p=pp
z0=p7
zold=(0.0,0.0)
cb=p9
ba=bb0
:
if (tt)
t=t+1
if (ex0)
ex0=t<mi1
if (bo>bs)
u=2*(fn1(t/sfac))
ex0=0
if (ir0)
t=0
endif
if (d4)
z=z*u
if (mo)
c=0.4*log(sqr(z^mm))
else
c=pixel
endif
else
z=z*le+pixel*(le==0)
cb=p9*u
c=p1*u
p=pp*u
endif
tt=tt-1+ex0
endif
elseif ((ex1)&&bo>bl)
if (bo<bh)
d3=dd1
ba=bb1
ab=ab1
ex1=0
tt=tt-1
if (w1)
u=2*(fn2(t/ofac))
else
u=1,0
endif
if (ir1)
t=0
endif
if (d3)
vb=v1j
if (rs1)
z=pixel
cb=p9*u
c=p1*u
p=pp*u
else
c=p1
z=z*u
cb=p9
endif
else
vb=v1m
if (rs1)
c=z*u
z=pixel*(sc1+px1)
z0=p7*u
ph=ph*u
else
c=z
z=z*u
endif
if (mo1)
c=0.4*log(sqr(z^mm))
endif
endif
endif
elseif (ex2)
if (dt1)
if (iv1)
d=bo>bo1
else
d=bo<bo1
endif
if (bt1)
d=d+(t>mi1)
endif
else
d=t>mi1
endif
if (d)
ab=ab2
d3=dd2
ba=bb2
ex2=0
tt=tt-1
if (w2)
u=2*(fn2(t/fac1))
else
u=1,0
endif
if (ir2)
t=0
endif
if (d3)
vb=v2j
if (rs2)
z=pixel
cb=p9*u
c=p1*u
p=pp*u
else
cb=p9
c=p1
z=z*u
endif
else
vb=v2m
if (rs2)
c=z*u
z=pixel*(sc2+px2)
z0=p7*u
ph=ph*u
else
c=z
z=z*u
endif
if (mo2)
c=0.4*log(sqr(z^mm))
endif
endif
endif
elseif (ex3)
if (dt2)
if (iv2)
d=bo>bo2
else
d=bo<bo2
endif
if (bt2)
d=d+(t>mi2)
endif
else
d=t>mi2
endif
if (d)
ab=ab3
d3=dd3
ba=bb3
ex3=0
tt=tt-1
if (w3)
u=2*(fn3(t/fac2))
else
u=1,0
endif
if (ir3)
t=0
endif
if (d3)
vb=v3j
if (rs3)
z=pixel
cb=p9*u
c=p1*u
p=pp*u
else
cb=p9
c=p1
z=z*u
endif
else
vb=v3m
if (rs3)
c=z*u
z=pixel*(sc3+px3)
z0=p7*u
ph=ph*u
else
c=z
z=z*u
endif
vb=v3m
if (mo3)
c=0.4*log(sqr(z^mm))
endif
endif
endif
elseif (ex4)
if (dt3)
if (iv3)
d=bo>bo3
else
d=bo<bo3
endif
if (bt3)
d=d+(t>mi3)
endif
else
d=t>mi3
endif
if (d)
ab=ab4
d3=dd4
ba=bb4
ex4=0
tt=0
if (w4)
u=2*(fn4(t/fac3))
else
u=1,0
endif
if (d3)
vb=v4j
if (rs4)
z=pixel
cb=p9*u
c=p1*u
p=pp*u
else
cb=p9
c=p1
z=z*u
endif
else
vb=v4m
if (rs4)
c=z*u
z=pixel*(sc4+px4)
z0=p7*u
ph=ph*u
else
c=z
z=z*u
endif
if (mo4)
c=0.4*log(sqr(z^mm))
endif
endif
endif
endif
endif
if (vb)
if (d3)
if (ab)
z=z*z+c ;Spiderjul John Horner
c=c*sp+z
else
z1=z^p-1 ;Quasinewton Puskas Istvan
z2=p*z*z
z=z-z1/z2
endif
elseif (ab)
z1=z*z+0.56+ph/100-0.5*zold ;Phoenix Mike Wareman
zold=z
z=z1
else
z2=fn1(z)+c ;Many_mods Linda Allison
z1=cos(z2)
z=c*(1-z1)/(1+z1)
endif
elseif (d3)
if (ab)
z2=z*z ;Julia Puskas Istvan
z=z2*z2+p6*z2+c-p0
else
z1=fn1(z)-cb ;Bees Ray Girvan
z2=z1^p8-1
z3=p8*(z1^(p8-1))
z=z-(z2/z3)
endif
elseif (ab)
if (dm)
z=z*z+c+c*c-dp ;Double Mandel
else
z2=z*z ;Mandel Puskas Istvan
z=z2*z2+p6*z2+c-p0
endif
else
z3=z ;Secant Mike Wareman
z1=z0*z0*z0*z0-1
z2=z*z*z*z-1
z=z-z2*(z-z0)/(z2-z1)
z0=z3
endif
bo=|z|
bo<ba
}