Today's fractal is from a Paul Carlson formula that uses the orbit trap
coloring algorithm. It suggests metal plates folded and stacked. The orbit trap
formulas are appealing because of the pseudo-3d effect they are capable of.
I chose a map that gives a metallic sheen effect.

fract417.gif       { ; a metallic effect
                     ; blank
                     ; calctime   0:01:12.45
                     ; created Sep 14, 2010
                     ;  Fractint Version 2004 Patchlevel 9
  reset=2004 type=formula formulafile=frac_ml.frm formulaname=Eqn_5
  center-mag=-4.44089e-016/4.44089e-016/0.6548015/1/27.4999999999999929/-3\
  .77822773067748585e-014
  params=1.330027161473434/-0.2296517838068789/0.685644093142491/0.7185430\
  463576159/1/256 float=y maxiter=1000 outside=summ cyclerange=0/255
  colors=4DD4DD3CC3CC3CC2BB1BB1AA0AA0AA1BB1BB2CC2CC3DD3DD4DD4EE5EE5FF6FF6F\
  F7GG7GG8HH8HH9HH9IIAIIAJJBJJBJJCKKCKKDLLDLLELLFLLFMMGMMGNNHNNHOOIOOIPPJP\
  PJPPKQQKQQLRRLRRMSSMSSNTTNTTOTTOUUPUUPVVQVVQWWRWWRXXSXXSXXTYYTYYUZZUZZV_\
  _V__W``W``W``XaaXaaYaaYaaYbbYbbZbbZbb_cc_cc`dd`ddaddaeebeebffcffcffdggdg\
  gehhehhfiifiigiigjjhjjhkkikkikkjlljllkmmkmmlnnlnnmnnmoonoonppoppopppqqpq\
  qqrrqrrrrrrssssssttttttuuuuuuuuvvvvvvwwwwwwwwwxxxxxxyyyyyyyyyxxxxxxwwwww\
  wvvvvvvuvvuuutuutttsttsttrssrssqrrqrrprrpqqoqqoppnppnoomoomoolnnlnnlmmkm\
  mkmmjlljllikkikkhkkhjjgjjgiifiifiiehhehhdggdggcggcffbffbeeaeeaeeadd`dd`c\
  c_cc_ccZbbZbbYaaYaaXaaX``W``W__V__VZZUZZUZZTYYTYYSXXSXXRXXRWWQWWQVVQVVPV\
  VPUUOUUOTTNTTNTTMSSMSSLRRLRRKRRKQQJQQJPPIPPIPPHOOHOOGNNGNNFNNFMMFMMELLEL\
  LDLLDKKCKKCJJBJJBIIAIIAII9HH9HH8GG8GG7GG7FF6FF6EE5EE5EE
  }
frm:
Eqn_5 {; Copyright (c) Paul W. Carlson, 1998
    ; Always use float=y, outside=summ
    ;
    ; real(p1) = escape circle radius squared
    ; imag(p1) = 0 if Mset, non-zero if Julia set
    ; p2       = Julia set coordinates
    ; real(p3) = number of color ranges
    ; imag(p3) = number of colors in a range
    ;
  z = iter = range_num = bailout = 0
  IF (imag(p1) != 0)
    w = pixel
    c = p2
  ELSE
    w = 0
    c = pixel
  ENDIF
  prev_modw2 = 1.0e20
  rad2 = real(p1)
  num_ranges = real(p3)
  colors_in_range = imag(p3)
  colors_in_range_1 = colors_in_range - 1
  :
  w2 = w * w
  w = c * (1 - w2) / (1 + w2)
    ;
  IF ((prev_modw2 < rad2) * (|w| > rad2))
    bailout = 1
    index = colors_in_range_1 * (rad2 - prev_modw2) / rad2
    z = index + range_num * colors_in_range + 1
  ENDIF
  prev_modw2 = |w|
  range_num = range_num + 1
  IF (range_num == num_ranges)
    range_num = 0
  ENDIF
  iter = iter + 1
  z = z - iter
  bailout == 0
  ;SOURCE: 98msg.frm
}
Roger Alexander