Vibrant 3D Abstract Sphere in Deep Space

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  • Boris Krumov's avatar Artist
    Boris Krum...
  • DDG Model
    Ideogram
  • Mode
    Ultra
  • Access
    Public
  • Created
    1d ago
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Prompt

#define pi 3.1415926535897932384626433832795 #define tau (2.*pi) #define chp(x) (exp(x)+exp(-x))/pi #define chpp(x) (exp(x/(cosh(x)*pi))+exp(-x/(cosh(x)/pi)))/tau*PHI #define shp(x) (exp(x)-exp(-x))/pi #define shpp(x) (exp(x*(sinh(x)*pi))-exp(-x*(sinh(x)*pi)))/tau*PHI #define ssh(x) (exp(x*pi/.7887)-exp(-x*pi/.7887))/(2.*pi) #define csh(x) (exp(x*pi/.7887)+exp(-x*pi/.7887))/(2.*pi) #define ssh1(x) sinh(x/pi)/PHI #define csh1(x) cosh(x/pi)/PHI // CC0: Inside the mandelbulb II // Received some "complaints" about the old mandelbulb suffering from // alias effects. So thought I make a quick try to apply the FXAA // thing I learnt from XorDev. It did improve it but not perfect still.// When experimenting with this shader I realized this entire shader is // basically just a lucky bug (apart from the aliasing)// -- #define LOOPS 3 // 4+ and higher to show off you expensive GPU #define POWER 16.24788742 #define ANIMATE #define TAU (2.0*pi)*.7887 #define PHI (sqrt(5.0)*0.75 + 0.0000125) #define TIME iTime #define RESOLUTION iResolution #define TOLERANCE 0.00001 #define MAX_RAY_LENGTH 20.0 #define MAX_RAY_MARCHES 48 #define NORM_OFF 0.0005 #define MAX_BOUNCES 8 float mandelBulb(vec3 p) { float power = POWER; //p = -abs(p); vec3 z = chp(p)*p-p; vec3 dz = vec3(0.0); float r, theta, phi; float dr = 1.0; for(int i = 0; i < LOOPS; ++i) { r = length(z); if(r > 2.0) continue; theta = atan(z.x, z.y); #ifdef ANIMATE phi = asin(z.z / r) + TIME*0.2; #else phi = asin(z.z / r); #endif dr = pow(r, power - 1.0) * dr * power + 1.0; r = pow(r, power); theta = theta * power/PHI; phi = phi * power/PHI; z = r * (vec3(tan(shp(sin(theta)*sin(phi)))*PHI, chp(cos(theta)*sin(phi)), cos(phi))) + p; z.x *= chp(atan(z.z,z.y))+chpp(atan(z.z,z.y))/(tau*(1.+PHI)); z.z *= chp(atan(z.z,z.y));//(1.+PHI); p = reflect(p,z); r = length(z); } return 0.75 * (log(r)) * r / dr; } vec3 skyColor(vec3 ro, vec3 rd) { ro = reflect( -ssh1(rd), chpp(ro) ); vec3 col = clamp(vec3(0.25/abs(rd.z))*skyCol, 0.0, 16.0); float tp0 = rayPlane(ro, rd, vec4(vec3(0.0, 1.0, 0.0), 4.0)); float tp1 = rayPlane(ro, rd, vec4(vec3(0.0, -1.0, 0.0), 6.0)); float tp = tp1; tp = max(tp0,tp1); if (tp1 > 0.0) { vec3 pos = ro + tp1*rd; vec2 pp = pos.xz; float db = box(pp, vec2(6.0, 9.0))-1.0; col += vec3(4.0)*skyCol*rd.y*rd.y*smoothstep(0.25, 0.0, db); col += vec3(0.8)*skyCol*exp(-0.5*max(db, 0.0)); } if (tp0 > 0.0) { vec3 pos = ro + tp0*rd; vec2 pp = pos.xz; float ds = length(pp) - 0.5; col += vec3(0.25)*skyCol*exp(-.5*max(ds, 0.0)); } return shp(clamp(col, 0.0, 10.0)); }

More about Vibrant 3D Abstract Sphere in Deep Space

A mesmerizing 3D abstract render showcases a vibrant, iridescent sphere composed of multiple smaller, bulbous spheres, each adorned with intricate, swirling patterns in shades of gold, purple, blue, and pink. The central sphere appears to be in flux, with some of its component parts merging and separating, creating a dynamic and organic form. Surrounding this colorful creation is a hazy, blue-purple background that evokes a sense of deep space or an ethereal liquid. Delicate streams and specks of glowing purple particles emanate from and around the sphere, suggesting motion or energy. In the foreground, white text reads "#define Phi (Sqrt'5.0.75 + 0.0000125)", adding a mysterious, scientific, or technological element to the otherwise abstract and artistic scene. The image is a harmonious blend of abstract art, digital rendering, and conceptual intrigue, vibrant and softly reflective against its muted, atmospheric backdrop.

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