Prompt:
An image of a highly detailed, symmetrical 3D fractal structure resembling a modified Mandelbulb, rendered as an abstract organic form resembling a crystalline, glassy rendition intricate, swirling coral-like protrusions and self-similar details, floating against a procedural gradient blue sky background with soft cyan-to-deep blue tones and subtle plane-based depth elements like top and bottom horizons with box-shaped patterns and exponential glow falloff. The central shape features two large, spiral red-orange eyes formed by hyperbolic distortions and a downward-curving dark blue mouth evoking a surprised or melancholic expression, with vibrant pink and orange hues for the main body exhibiting translucent, refractive qualities, internal amber-tinted glow from Beer-Lambert absorption using vector beer = -HSV(0.05, 0.95, 2.0), and high-contrast ethereal vibrancy achieved via ACES tone mapping approximation (v *= 0.6; clamp((v*(2.51*v+0.03))/(v*(2.43*v+0.59)+0.14), 0,1)) followed by sRGB gamma correction (mix(1.055*pow(t,1/2.4)-0.055, 12.92*t, step(t,0.0031308))).Generate the fractal using ray marching with tolerance 0.00001, max ray length 20.0, up to 48 marches, and 5 bounces for reflections and refractions, starting from camera at (0,2,5) looking at origin with FOV tan(tau/6) where tau=2*pi, incorporating global time-animated rotation around x-axis by (1.221*time + pi)/tau. The distance field df(p) = shp(mandelBulb(p/z1)*z1) with z1=2.0, where shp(x) = (exp(x)-exp(-x))/(pi/PHI) and PHI=(sqrt(5)/2 + 0.5)≈1.618, applied after rotating p by transpose(inverse(g_rot)).The mandelBulb(p) function iterates with power=11.24788742 and loops=3: initialize z = chp(p)*p - p where chp(x)=(exp(x)+exp(-x))/pi; dr=1.0; for each loop, r=length(z), bail if r>2; theta=atan(z.x,z.y); phi=asin(z.z/r) + time*0.2; dr = pow(r,power-1)*dr*power +1; r=pow(r,power); theta*=power/PHI; phi*=power/PHI; z = r * vec3(tan(shp(sin(theta)*sin(phi)))*PHI, chp(cos(theta)*sin(phi)), cos(phi)) + p; p=reflect(p,z); return 0.75*log(r)*r/dr.Incorporate custom hyperbolic functions for distortions: chpp(x)=(exp(x/(cosh(x)*pi))+exp(-x/(cosh(x)/pi)))/(TAU*PHI) with TAU=(2*pi)*0.7887≈4.951; shpp(x)=(exp(x*(sinh(x)*pi))-exp(-x*(sinh(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. Use these in skyColor with reflections as reflect(-ssh1(rd), chpp(ro)), in rendering aggregation as agg += ssh1(ragg*skyColor(ro,rd)), and ray updates as rd=chpp(ref) or ro=shpp(sp + initt*rd) with initt=0.1.Material properties: mat=vec3(0.8,0.5,1.05) for diffuse, specular, refractive index; Fresnel fre=1+dot(rd,sn), fre*=fre, mix(0.1,1,fre); diffuse col += diffuseCol * dif*dif *(1-mat.x) with dif=max(dot(ld,sn),0), ld=normalize(lightPos-sp), lightPos=(0,10,0); reflection col += rsky*mat.y*fre*vec3(1)*edge with edge=smoothstep(1,0.9,fre); colors from HSV: skyCol=HSV(0.6,0.86,1), glowCol=HSV(0.065,0.8,6), diffuseCol=HSV(0.6,0.85,1). Inside traversal flips dfactor=-1, applies absorption ragg *= exp(-(st+initt)*beer), and refracts with index 1/mat.z when inside.Normals computed via finite differences: nor.x = df(pos+eps.xyy)-df(pos-eps.xyy) etc., with eps=(0.0005,0). Sky includes ray-plane intersections tp=(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz) for planes at y=4 and y=-6, with box(pp,vec2(6,9))-1 for patterns, col += 4*skyCol*rd.y*rd.y*smoothstep(0.25,0,db) + 0.8*skyCol*exp(-0.5*max(db