ie, your first iteration may use the original ducks formula, and then switch to the z=log(abs(z^-1)+c) for one iteration and then back to the original. This repeats for the number of usual fractal iterations each pixel.

You can have more than 2 formulas too or change the iteration counts for each formula or have different powers for each formula used. Any combo to mix up and combine formulas.

I originally saw the idea on Fractal Forums a long while back. Not sure if there is any official textbook definition or explanation anywhere else.

]]>The original author describes the process as “The basic idea is that you pretend you’ve drawn a certain level of detail of the image into a grid of voxels and you are now wondering how to make a twice as detailed image. You do so with a collection of rules. First, you have a rule for how to fill in the center of a cube when you know all the corners, second you have a rule for filling in all the faces when you know the corners and centers, and then finally you have a rule for filling in the edges when you know everything you’ve filled in so far. In this way, you can go from a voxel grid to one twice the size. Repeating this many times gives you a large detailed voxel grid.”

If you are a coder, maybe looking at the code can help? https://bitbucket.org/BWerness/voxel-automata-terrain/ Or maybe it will only confuse you more. I don’t think I really grasped what is happening. The results are nice though.

I try and include samples for all the modes on Visions of Chaos.

]]>No post edits. All of my example grids/images (and sample files in Visions of Chaos) are all direct output from the algorithm without changes or edits.

]]>Yes, in my options dialog “Universe size” is the L. SHL is binary shift left. Every programming language out there should support or implement it.

I was a bit unclear with the starting pattern. The options are how the bottom edge of the 3D array is filled. Random is just random values that gives the more random looking structures (like the original). Setting all the base cells to either 1 or 2 gives the more symmetric structures.

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