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ArtistA highly detailed, symmetrical anthropomorphic visage emerging from precisely defined iterations by the following mathematical formulations and parameters: core distance estimator function mandelBulb(vec3 p) with power = 11.24788742, loops = 3, initial z = chp(p)*p - p where chp(x) = (exp(x) + exp(-x))/pi and pi = 3.1415926535897932384626433832795 / asinh(TIME), tau = 2*pi, then iterate r = length(z), theta = atan(z.x, z.y), phi = asin(z.z / r) + TIME*0.2 (animated), dr = pow(r, power - 1.0) * dr * power + 1.0, r = pow(r, power), theta = theta * power / PHI where PHI = (sqrt(5.0)*0.5 + 0.5), phi = phi * power / PHI, z = r * vec3(tan(shp(sin(theta)*sin(phi)))*PHI, chp(cos(theta)*sin(phi)), cos(phi)) + p where shp(x) = (exp(x) - exp(-x))/pi, with p = reflect(p, z) and final return 0.75 * log(r) * r / dr; overall distance field df(vec3 p) = shp(mandelBulb(p / 2.0) * 2.0) after applying global rotation g_rot = rot_x(((1.221*TIME + pi)/tau)); rendered via ray marching with max marches = 48, tolerance = 0.00001, normal offset = 0.00125, max length = 20.0, up to 8 bounces incorporating reflections, refractions with material vec3(0.8, 0.5, 1.05), Beer-Lambert absorption exp(-(st + 0.1)* -HSV2RGB(vec3(0.05, 0.95, 2.0))), Fresnel mixing, diffuse lighting from vec3(0.0, 10.0, 0.0), and sky color HSV2RGB(vec3(0.6, 0.86, 1.0)) with plane intersections; additional hyperbolic variants shpp(x) = (exp(x*(sinh(x)*pi)) - exp(-x*(sinh(x)*pi)))/tau*PHI, chpp(x) = (exp(x/(cosh(x)*pi)) + exp(-x/(cosh(x)/pi)))/tau*PHI, ssh(x) = (exp(x*pi/0.7887) - exp(-x*pi/0.7887))/(2.*pi), csh(x) = (exp(x*pi/0.7887) + exp(-x*pi/0.7887))/(2.*pi), ssh1(x) = sinh(x/pi)/PHI, csh1(x) = cosh(x/pi)/PHI applied in sky reflections and ray directions.
A detailed, intricate, and symmetrical fractal artwork with a light grey matte sculpture of a face in the center, resembling a deity or an ancient mask. The face has closed or heavily shaded almond-shaped eyes, delicate nose, and full, slightly parted lips, all rendered smoothly and without harsh lines. It appears to be made of a non-reflective material. The face is framed by an elaborate, highly detailed structure made of metallic, possibly silver or light bronze, interwoven elements. These fractal structures radiate outwards from behind the face, creating a complex, organic yet mechanical appearance. The structures consist of multiple layers of rings, spirals, and intricate lattice-like patterns with numerous small openings, bars, tiny spheres, and textured surfaces. Some parts of the structure look like miniature cities or circuit boards, with tiny buildings or components arranged in a repetitive, interconnected fashion. The overall impression is one of immense complexity and delicate craftsmanship, a blend of futuristic machinery and ancient, organic design. The background is deep black, creating a strong contrast with the luminous, pale grey face and the detailed metallic frame. The lighting seems to come from the front, highlighting the contours of the face and casting subtle shadows within the intricate metallic structures, enhancing their three-dimensional quality and