Category Archives: Fractals

Fractals of the Week: Strange Worlds, Strange Lands…

Here are a couple of images I’ve created during last weekend from a customized parameter set. I’ve had a lot of fun time generating both of these. Double-click for full embiggenation!



All JPEG, PNG & GIF images in this post are original works by the author, created via Mandelbulber, Fractal Domains, Ultra Fractal , Frax, and Mandelbulb 3D and unless otherwise stated are copyright 2014 by Troy Loy.

Fractals of the Week: 2014.11.19

G’day. This morning, I’ve more recent images courtesy of Frax Pro to show you… These were especially fun to make, though perhaps a bit strange. I tend to avoid overtly psychedelic ones, but there are times when garish colors can be useful in expressing eldritch weirdness and alien horror.

These, though, were mostly generated with an emphasis of texture over bright colors. I’m using some of my free time this week and next for writing the next update on my Indra’s Pearls ongoing fractal mathematics review series over on the Impudent Algorithm for the end of this month.

I’m also bringing back the Caturday’s Astrophenia for this weekend, so that will be fun to work on. Lately, I haven’t done that much in weekend posting…some, but not that often.

Language studies are now properly organized and fully underway, for Tamil, Bengali, and Hindi, (yes, all three) because hey, South Asian stuff is kinda cool and learning new languages is fun and good for the brain.

I’ve set things up so that I can finish these projects in a shorter amount of time than otherwise likely and still avoid the most annoying hazards of the Interference Effect on my learning.


Alright, enough of my silly obsessions…On to the pics!






All JPEG, PNG & GIF images in this post are original works by the author, created via Mandelbulber, Fractal Domains, Ultra Fractal , Frax, and Mandelbulb 3D and unless otherwise stated are copyright 2014 by Troy Loy.

Fractals of the Week: Papering the Walls – A Tale of Five Apps

I hope the week goes well for you all so far. This time, I’m posting a collection of five 1600 x 900 pixel wallpapers, one from each of the five apps I currently use (I’m fooling around with others as well, but have made little use of them, like the digital art generator Silk.). The order from top to bottom for these by app is Fractal Domains, Mandelbulber, Mandelbulb 3D, Ultra Fractal, and Frax. As you’ve probably noticed with this blog’s theme, that the webpage displays even large images with a maximum width of about 600 pixels, so just click twice on each image to gigantimize it. I’m releasing all five of these as free for all non-commercial use.






All JPEG, PNG & GIF images in this post are original works by the author, created via Mandelbulber, Fractal Domains, Ultra Fractal, Frax, and Mandelbulb 3D and unless otherwise stated are copyright 2014 by Troy Loy.

Fractal of the Week: 2014 Halloween Night Edition

Tower of Bone

Tower of Bone

All JPEG, PNG & GIF images in this post are original works by the author, created via Mandelbulber, Fractal Domains, Ultra Fractal , Frax, and Mandelbulb 3D and unless otherwise stated are copyright 2014 by Troy Loy.

Mandelbulber Tutorial: Basic Settings II

World Building

World Building

G’day. With this, the third in a series of entries dealing with generating your own fractal art using the Mandelbulber software, v.1.16, by Krzysztof Marczak. Here, I’ll discuss the settings for Mandelbulber’s Shaders 1 and Shaders 2 tabs. Here, and from this point on, I’ll be limiting these tutorials to sixteen or fewer settings. For earlier entries, see the first and second of this series here and here respectively.

Figure 9

Figure 1

Shaders 1 tab (figure 1):

Reflection: This determines the intensity of virtual light reflected from the fractal surface. This may be used by itself to illuminate an object even in the absence of ‘direct light’ or ‘ambient intensity,’ i.e, those settings each assigned a value of 0. My typical value set for this ranges from 0.1 to less than 1.0.

Reflections depth: This is quite cool, and may be used to adjust the reflective quality of a surface up or down as needed. I usually use a value of from 0-5 for most images.

Glow: This determines the intensity of the volumetric glow effect, a radiance that shines from the fractal surface itself. This is handy for spectral-looking images or as a sort of misty effect, a sort of luminescent ‘faux fog’ that gets denser the closer into the figure one zooms by moving the virtual camera.

In Mandelbulber version 1.16, entering a negative value in the box causes the Glow 1 setting on Shaders 2 to generate a diametrically opposite color on its color wheel and sometimes other effects depending on other parameters.

Figure 10

Figure 2

Shaders 2 tab (figure 2):

Glow 1: This allows selection of one glow color. This can be used to generate a shade diametrically opposite to what’s selected on the color wheel, by giving the Glow setting on Shaders 1 a negative value, and may produce interesting effects with some parameter sets. If the Glow value is negative, dark shades become brighter, and light shades darker.

Glow 2: This permits selection of another simultaneous glow color. Unlike Glow 1, this does not produce diametrically reversed shades or brightness no matter the sign of the Glow value.

Background 1: 2: 3: These settings enable selection of the ambient colors of the fractal surface’s environment, with each of 1, 2, or 3 being a separate color. In some presets, defaults, and most examples I’ve seen, the default colors are [1] sky blue, [2] white, [3] blackish green. The perceived colors depend on the angle of the virtual camera to the fractal surface.

Depth of field (DOF) – Clicking on this setting allows simulation of virtual camera focus effects, with nearby or distant objects selectable using the slider.

DOF focus distance = 1.47911e-14: I find this the most useful value for updating this setting and bringing out foreground objects.

Figure 2

Figure 3

Engine tab(figure 3):

Interior mode: this lets you render a figure as a thin shell, revealing its inner structure, and I’ve noticed that this works really well with the ‘limits’ setting. Limits allows chopping up a figure by selecting which parts to remove based on the entered coordinates. Using these two settings together can make for interesting images, but also drastically slows rendering, especially with hybrid formula images.

Limits- Again, works well with ‘interior,’ or may be used without, showing a sliced portion of a figure without revealing inner detail.

x min: Begins as a negative value approaching zero in the 3D complex space, from the edge of the figure, left to right, assuming a virtual camera angle at x, y, and z of 0 degrees. A value of zero splits the figure to its core, with or without interior detail.

x max: The highest positive value occupied by the figure in the complex space. Assuming x, y, and z camera angles of 0 degrees, from the figure’s furthest right lowering toward the origin of the figure.

y min: starting as a negative value approaching zero in the complex space occupied by the figure. As with ‘x min,’ the value increases toward zero, and assuming camera angle of x, y, and z of 0 degrees, slices the figure from top to bottom toward its origin.

y max: Starting as a positive value, the largest distance from the origin occupied by the figure, lowering toward the origin. slices figure from bottom to origin/core., with a virtual camera angle of 0/0/0 degrees.

z min: Starting with a negative value, approaching zero in the complex space the figure occupies, assuming a virtual camera angle for x, y, & z of 0/0/0 degrees, this slices a cross-section of the interior structure facing the camera, and approaching the origin.

z max: Initially with a positive value, approaching zero, with view coordinates x, y & z being set at 0, this slices the figure from opposite side of the surface to the figure’s origin.

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