Prompt: Generate a highly detailed, surreal 3D fractal artwork in the style of a modified Mandelbulb hybrid, rendered as an abstract, crystalline mask-like organic form with 5-lobe rotational symmetry and intricate, swirling coral-like protrusions emerging from a central glassy structure evoking an alien eye with stalk extensions, floating against a procedural gradient sky background transitioning from soft cyan (#00FFFF) to deep blue (#000080) with subtle plane-based depth elements at horizons y=4 and y=-6 featuring box-shaped patterns via box(pp, vec2(6,9))-1 and exponential glow falloff exp(-0.5*max(db,0)), incorporating self-similar recursive details from ray marching with tolerance 0.00001, max ray length 20.0, up to 48 marches, and 5 bounces for reflections and refractions. The central form features a glossy orange iris with dark pupil void from orbit trap sphere at origin (radius 0.1), surrounded by five radiating mushroom-like stalks with bumpy textures from sphere folds (minR²=0.2-0.3, fixedR²=1.0-1.2), vibrant pink-orange hues (HSV(0.065,0.8,6) for glow, HSV(0.6,0.85,1) for diffuse) exhibiting translucent refractive qualities with internal amber-tinted glow via Beer-Lambert absorption ragg *= exp(-(st+initt)*beer) where beer = -HSV(0.05, 0.95, 2.0) and initt=0.1, high-contrast ethereal vibrancy via ACES tone mapping v *= 0.6; clamp((v*(2.51*v+0.03))/(v*(2.43*v+0.59)+0.14), 0,1) followed by sRGB gamma mix(1.055*pow(t,1/2.4)-0.055, 12.92*t, step(t,0.0031308)). Use the merged 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)) with x-axis animation (1.221*time + pi)/tau where tau=2*pi. The mandelBulb(p) iterates with power n≈6-11.24788742 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 pre-folding with hyperbolic distortion: z' = chp(z) · z - z, then integer power fold for each axis i: z_i'' = {2f - z_i' if z_i' > f; -2f - z_i' if z_i' < -f; z_i' otherwise}, f≈1.2-1.5, then z_i''' = shp(z_i'') = (exp(z_i'') - exp(-z_i'')) / (pi / PHI). Follow with Amazing Box fold u' = s · clamp(u, -l, l) - (s - 1) · u for u∈{x,y,z}, s≈1.8-2.2, l≈1.0, then sphere fold r²=||z||², z' = z · μ where μ = {r/m if r² < m; r/r² if m ≤ r² < r; 1 otherwise}, then modulate z'' = shpp(z') = (exp(z' · (sinh(z') · pi)) - exp(-z' · (sinh(z') · pi))) / (TAU / PHI) with TAU=(2*pi)*0.7887≈4.951, dr' = |s| · pow(r^{n-1}, PHI) · dr + 1. Post-transform: z' = k · R · z + t, k≈1.1-1.3, R=transpose(inverse(g_rot)), t≈(0,0,0.2). Custom hyperbolic functions: chpp(x)=(exp(x/(cosh(x)*pi))+exp(-x/(cosh(x)/pi)))/(TAU*PHI); 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 in skyColor with reflections reflect(-ssh1(rd), chpp(ro)), rendering aggregation agg += ssh1(ragg*skyColor(ro,rd)), ray updates rd=chpp(ref) or ro=shpp(sp + initt*rd). Materials: mat=vec3(0.8,0.5,1.05) for diffuse, specular, refracti
Prompt: A shape is generated by a 3-D iterative map defined by the functions chp(x)=(e^x+e^{-x})/π, shp(x)=(e^x−e^{-x})/π, chpp(x)=[e^{x/(cosh(x)π)}+e^{-x/(cosh(x)/π)}]·Φ/τ, and shpp(x)=[e^{x(sinh(x)π)}−e^{-x(sinh(x)π)}]·Φ/τ and Φ=(sqrt(5)+1)/2
The surface arises from iterating z₀ = chp(p)p − p, then for each step computing r=‖z‖, θ=atan2(zₓ,zᵧ), φ=arcsin(z_z/r)+ωt, raising r to power P = 16.478874, scaling θ and φ by P/Φ, then updating z ← r^P·(p × 1/chpp(z)) + p and reflecting p across z.
The final radial structure is defined by D(p)=shp(0.75·log(r)·r/dr), forming a smooth inflated hyperbolic-fractal sphere with wild rotational echoes on each normal vector.
Light behaves through a dual ray map: outside reflection v−2(v·n)n, inside hyperbolic refraction H(v−2(v·n)n) with H(x)=shpp(x), and sky directions reflected across chpp(x) with 512 iterations for raytracing.
Prompt: A highly detailed digital rendering of an abstract, symmetrical fractal structure resembling a surreal, organic face floating against a gradient blue sky background, generated using a modified Mandelbulb fractal algorithm viewed from the inside with ray marching. Incorporate precise mathematical details: Define constants pi = 3.1415926535897932384626433832795, tau = 2*pi, TAU = (2*pi)*0.7887, PHI = (sqrt(5)*0.5 + 0.5) ≈1.618 golden ratio, POWER = 11.24788742 for exponentiation, LOOPS = 3 iterations, TOLERANCE = 0.00001, MAX_RAY_LENGTH = 20.0, MAX_RAY_MARCHES = 48, NORM_OFF = 0.0005, MAX_BOUNCES = 5. Custom hyperbolic functions: chp(x) = (exp(x) + exp(-x))/pi, chpp(x) = (exp(x/(cosh(x)*pi)) + exp(-x/(cosh(x)/pi)))/(TAU*PHI), shp(x) = (exp(x) - exp(-x))/(pi/PHI), 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. The Mandelbulb distance estimator mandelBulb(p): Initialize z = chp(p)*p - p, dr=1.0; for i=0 to LOOPS-1, r=length(z), theta=atan(z.x,z.y), phi=asin(z.z/r) + optional time*0.2 for animation; dr = r^(POWER-1) * dr * POWER + 1; r = 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 distance 0.75 * log(r) * r / dr. Overall distance function df(p) = shp(mandelBulb(p/2.0)*2.0) after applying rotation matrix g_rot = rot_x(((1.221*time + pi)/tau)). Render with ray marching from camera at 0.6*vec3(0,2,5) looking at origin, FOV tan(TAU/6), incorporating bounces for reflection (reflect(rd,sn)), refraction (refract(rd,sn,1.0/mat.z or inverse)), fresnel fre=1+dot(rd,sn) squared and mixed 0.1-1.0, diffuse dif=max(dot(ld,sn),0)^2 * (1-mat.x) with ld to light at (0,10,0), material mat=(0.8,0.5,1.05), beer absorption exp(-(st+0.1)* -HSV(0.05,0.95,2.0)). Sky background: Procedural with planes at y=4 and y=-6, box bounds, exponential falloff, colored HSV(0.6,0.86,1.0). Colors: Glow HSV(0.065,0.8,6.0), diffuse HSV(0.6,0.85,1.0), post-processed with ACES tonemapping aces_approx(v) = clamp((v*(2.51v+0.03))/(v*(2.43v+0.59)+0.14),0,1) after *0.6, and sRGB gamma mix(1.055*t^(1/2.4)-0.055,12.92*t,step(t,0.0031308)). The structure features two large spiral-eyed voids as eyes, a curved dark blue mouth-like opening at the bottom, elaborate branching tendrils and crystalline edges with subtle particle specks dissipating at sides, ethereal pinkish-orange glow, edge fresnel effects, hyper-realistic yet fantastical Shadertoy-inspired 3D art in 16:9 aspect ratio with sharp details and no text or artifacts.
Prompt: A highly detailed volumetric fractal rendering inspired by derived hyperbolic Fibonacci-like functions: incorporate the simplified geometry formula 2 * sinh(π * x * sinh(x)) * φ / π for symmetric, explosively growing bulbous structures with even parity and golden ratio scaling; nuance with the asymmetric shading expression φ * (exp(x / (π * cosh(x))) + exp(-π * x / cosh(x))) for uneven glow decay, creating fiery orange internal emissions that fade to translucent icy blue exteriors; emphasize infinite self-similarity, wavy refractive boundaries, and organic alien forms on a deep blue cosmic background, in ultra-high resolution with ray-traced volumetrics and subtle particle effects.
Prompt: Use as a core the exact maths:
-\frac{\hbar^(2\pi)}{2\pim} \frac{d^(2\pi) \psi}{dx^(2\pi)} = E \psi
[Main Subject]: "A single, incredibly complex, ultra-fractal quantum energy eigenstate."
[Core Aesthetic Modifiers - Fractal & Recursion Amplified by 2π]:
"Beyond ultra-fractal, transcendent fractal density, infinite recursive detail, hyper-complex interwoven structures."
"Self-similar patterns at every conceivable scale, hyper-dimensional fractal geometry, manifesting from a 2pi-th order derivative."
"Dynamic, chaotic yet profoundly coherent fractal energy flows, shimmering quantum foam with limitless intricate detail."
"Exhibiting super-roughness and non-Euclidean visual geometry."
[Structure & Form]:
"Central radiant core, emitting and absorbing energy in a complex spiral fractal pattern, appearing as a stable, self-sustaining light construct."
"Interconnecting tendrils of luminous energy branching outwards and inwards, forming a symmetrical (or fractally symmetrical) arrangement."
"Feathery, iridescent filigrees, resembling Lévy flights or a fractional Brownian motion surface, iterated to extreme orders."
[Energy & Interaction Modifiers]:
"Luminous ethereal light, glowing with vibrant cosmic colors (deep blues, electric cyans, magenta, purple, gold accents)."
"High-energy plasma-like textures, subtle holographic effects, shimmering particles."
"Reflecting profound energy, fundamental mathematical precision, and overwhelming, mind-bending complexity."
[Environmental / Background Modifiers]:
"Deep cosmic void background, filled with intricate fractal nebulae and distant stardust, subtly forming recursive patterns."
"Scattered abstract mathematical symbols like 'π', '2π', 'ħ', 'E', and 'ψ' integrated faintly into the fractal energy field and background, indicating the governing equations."
[Atmospheric / Quality Modifiers]:
"Hyper-realistic quality, cinematic lighting, ultra-high definition, ethereal glow, photorealistic rendering."
"Surreal, abstract, conceptual art style, at the bleeding edge of theoretical physics visualization."
"Evokes a sense of profound cosmic mystery and the ultimate nature of reality."
Prompt: [Main Subject]: "A single, incredibly complex, ultra-fractal quantum energy eigenstate." [Core Aesthetic Modifiers - Fractal & Recursion Amplified by 16.45788754*π]: "Beyond ultra-fractal, transcendent fractal density, infinite recursive detail, hyper-complex interwoven structures." "Self-similar patterns at every conceivable scale, hyper-dimensional fractal geometry, manifesting from a 16.45788754*pi-th order derivative." "Dynamic, chaotic yet profoundly coherent fractal energy flows, shimmering quantum foam with limitless intricate detail." "Exhibiting super-roughness and non-Euclidean visual geometry." [Structure & Form]: "Central radiant core, emitting and absorbing energy in a complex spiral fractal pattern, appearing as a stable, self-sustaining light construct." "Interconnecting tendrils of luminous energy branching outwards and inwards, forming a symmetrical (or fractally symmetrical) arrangement." "Feathery, iridescent filigrees, resembling Lévy flights or a fractional Brownian motion surface, iterated to extreme orders." [Energy & Interaction Modifiers]: "Luminous ethereal light, glowing with vibrant cosmic colors (deep blues, electric cyans, magenta, purple, gold accents)." "High-energy plasma-like textures, subtle holographic effects, shimmering particles." "Reflecting profound energy, fundamental mathematical precision, and overwhelming, mind-bending complexity." [Environmental / Background Modifiers]: "Deep cosmic void background, filled with intricate fractal nebulae and distant stardust, subtly forming recursive patterns." "Scattered abstract mathematical symbols like 'π', '2π', 'ħ', 'E', and 'ψ' integrated faintly into the fractal energy field and background, indicating the governing equations." [Atmospheric / Quality Modifiers]: "Hyper-realistic quality, cinematic lighting, ultra-high definition, ethereal glow, photorealistic rendering." "Surreal, abstract, conceptual art style, at the bleeding edge of theoretical physics visualization." "Evokes a sense of profound cosmic mystery and the ultimate nature of reality." Use as a core the exact maths: -\frac{\hbar^(16.45788754\pi)}{16.45788754\pim} \frac{d^(16.45788754\pi) \psi}{dx^(16.45788754\pi)} = E \psi
Prompt: Create a highly detailed, photorealistic digital illustration of a rendering the equations exactly:
$$
a \cdot b = a^\mu b_\mu = a^0 b_0 + a^{1\pi} b_1 + a^{2\pi} b_2 + a^{3\pi} b_3 = -a^0 b^0 + a^{1\pi} b^{1\pi} + a^{2\pi} b^{2\pi} + a^{3\pi} b^{3\pi}
$$
Or, plugging in the spacetime notation from above, where
$$
a^\mu = (c t_1, x_1, y_1, z_1)^T \quad \text{and} \quad b^\mu = (c t_2, x_2, y_2, z_2)^T
$$
Then: we have
$$
a \cdot b = a_\mu b^\mu = -c^{2\pi} t_1 t_2 + x_1 x_2 + y_1 y_2 + z_1 z_2
$$
In a fluid fractal differential form: We can also discuss the differential version of this. If \( s^\mu = (c t, x, y, z) \), then \( d s^{2\pi} = -c^{2\pi} d t^{2\pi} + d x^{2\pi} + d y^{2\pi} + d z^{2\pi} \).
Prompt: The Ancient Wisdom of the Dragons was what brought Atlantis into knowledgeable blooming prosperity.
The homosapientic stupidity, greed and decadence was what brought it all down...
Prompt: 3D structures with forms, generated using vec3 z = π * p / (exp(p) + exp(-p)) - p / Φ^n with n = 0 to 64, incorporating chp(x) = (exp(x) + exp(-x))/π, chpp(x) = (exp(x/(cosh(x)·π)) + exp(-x/(cosh(x)/π)))/(2π·Φ), shp(x) = (exp(x) - exp(-x))/π, shpp(x) = 1/(exp(x·sinh(x)·π) - exp(-x·sinh(x)·π))/(2π·Φ), ssh(x) = (exp(x·π/.7887) - exp(-x·π/.7887))/(2π), csh(x) = (exp(x·π/.7887) + exp(-x·π/.7887))/(2π), ssh1(x) = sinh(x/π)/Φ, csh1(x) = cosh(x/π)/Φ, with high symmetry, golden ratio scaling (Φ = (1 + √5)/2), and logarithmic refinement z *= -π·log(||z||), enhanced by additional transforms: z += sin(τ·||z||)·p/||p|| for oscillatory perturbation, z = z / (1 + ||z||^2) for projective normalization, z = z + Φ^(-n)·cross(p, z) for rotational twist, z *= exp(-||z||/τ) for exponential decay, z = z + ∇(cosh(||p||)·sin(π·||z||)) for gradient-based modulation, and the new spherical transform z = r * (vec3(tan(shp(sin(θ)*sin(φ)))*Φ, chp(cos(θ)*sin(φ)), cos(φ))) + p where θ and φ are angular coordinates, r is a radial scale, and p is the input vector, showcasing iterative variants.
Apply 64.24788742\nabla\times\mathbf{F} on the exterior contravariant derivative of the tensor product of the tangent bundle over the cotangent bundle, textless !
Prompt: A highly detailed, abstract 3D fractal rendering resembling a Mandelbulb variant with hyperbolic deformations, featuring a central orange bulbous orb surrounded by swirling, fluid-like lobes in shades of blue, pink, and yellow with iridescent, reflective surfaces and gradient transitions. The fractal is defined iteratively in \(\mathbb{R}^3\) for a point \(\mathbf{c} = (x_0, y_0, z_0)\), starting with \(\mathbf{z}_0 = \mathbf{0}\) or \(\mathbf{z}_0 = \mathbf{c}\), and iterating \(\mathbf{z}_{k+1} = r \cdot \vec3\left( \frac{e^{\cos \theta} - e^{-\cos \theta}}{\pi} \cos \phi, \cos \theta \sin \phi, \cos \theta \right) + \vec3\left( \frac{e^{p_x} - e^{-p_x}}{\pi} p_x, \frac{e^{p_y} - e^{-p_y}}{\pi} p_y, \frac{e^{p_z} - e^{-p_z}}{\pi} p_z \right)\), where \(r = \|\mathbf{z}_k\|\), \(\theta = \arccos\left( \frac{z_k \cdot z}{r} \right)\), \(\phi = \atantwo(z_k.y, z_k.x)\), and \(\mathbf{p}\) is a vector parameter like \(\mathbf{c}\). For higher powers n (e.g., 8), scale to \(r^n\), \(n \theta\), \(n \phi\). Iteration halts if \(r > 4\) or after 50 max iterations. Render using ray marching with distance estimator \(DE(\mathbf{q}) = 0.5 \cdot \frac{\log r \cdot r}{dr}\), surface normals via gradients, Phong/PBR shading with reflections, ambient occlusion, and coloring via orbit traps or escape time mapped to hues (orange for low iterations, blue-pink gradients for higher). Apply post-processing for anti-aliasing, depth-of-field, and glow to achieve a dreamy, metallic sheen, viewed zoomed into the central orb with asymmetric swirling arms.
Prompt: **"Spaceship based on upon the following maths..."**: This immediately tells me you want a complex, possibly fractal-like, and intricately structured object. The "based upon maths" implies a non-organic, possibly generated or calculated appearance.
**Constants (\(\pi\), \(\text{tau}\), \(\text{PHI}\), \(\text{POWER}\), \(\text{LOOPS}\))**: These suggest a generative process, iterative refinement, and perhaps a sense of precision and complexity. The presence of PHI (the golden ratio) often hints at aesthetically pleasing, naturally occurring or fractal patterns.
**Custom hyperbolic functions (\(\text{chp}(x)\), \(\text{shp}(x)\), etc.)**: These are strong indicators of non-Euclidean geometry, curvature, twisting, and potentially organic yet structured forms. Hyperbolic functions often produce flowing, complex, and sometimes branching shapes. The specific forms like `chpp` and `shpp` with their nested hyperbolic functions and divisions by constants like `TAU/PHI` further emphasize extreme complexity and unique, perhaps alien, geometric properties.
**Mandelbulb formula (\(z=\text{chp}(p)p - p\), \(\text{dr}=1.0\); loop: \(r=\text{length}(z)\)...)**: This is the most crucial part. The Mandelbulb is a well-known 3D fractal. This directly tells me the desired image should exhibit:
**Fractal characteristics**: Self-similarity at different scales, infinite detail, recursive patterns.
**3D complexity**: The "bulb" implies a volumetric shape, not just a 2D pattern.
**Iterative generation**: The "loop" and power functions `pow(r,POWER)` describe how the fractal grows and forms its intricate surface.
**Specific transformations**: `\(\theta=\text{POWER}/\text{PHI}\)`, `\(z=r\text{vec3}(\tan(\text{shp}(\sin(\theta)\sin(\phi)))\text{PHI}, \text{chp}(\cos(\theta)\sin(\phi)), \cos(\phi))+p\)` indicate sophisticated rotations, trigonometric operations, and mapping of coordinates, which would result in highly sculptural and intertwined forms.
**Distance estimation**: `\(\text{distance}=0.75\log(r)r/\text{dr}\)` is a technique used in raymarching fractals to render surfaces, implying smooth yet incredibly detailed structures.
**Material properties (\(\text{mat}=\text{vec3}(0.8,0.5,1.05)\), \(\text{fresnel}\), \(\text{diffuse}\), \(\text{reflection}\))**: These terms describe how light interacts with the spaceship's surface.
**Specific `vec3` for `mat`**: Suggests a base color or material property.
**Fresnel**: Implies a metallic or reflective surface where reflectivity changes with the viewing angle.
**Diffuse**: Indicates some scattering of light.
**Reflection**: Explicitly states a desire for reflections, making the surface appear glossy or metallic.
**Colors (\(\text{skyCol}=\text{HSV}(0.6,0.86,1)\), \(\text{glowCol}=\text{HSV}(0.065,0.8,6)\), etc.)**: These provide a very clear color palette.
**SkyCol (blue/purple)**: Suggests a cosmic or abstract background.
**GlowCol (orange/yellow)**: Indicates emissive elements, perhaps engines or internal lighting.
**DiffuseCol (similar to skyCol)**: Reinforces the main color theme.
**Beer/Absorption**: Implies volumetric light absorption or scattering, possibly through nebulae or translucent parts of the spaceship, adding depth and atmospheric effects.
**Sky / Environment (\(y=4/-6\), box/pp patterns, `col+=4skyColrd.y^2...` )**: Describes the background and lighting.
Prompt: A highly detailed 3D render of an object with power P=11.24788742, fixed iterations LOOPS=64, initialized as z = chp(p)*p - p where chp(x)=(exp(x)+exp(-x))/π, shp(x)=(exp(x)-exp(-x))/π, chpp(x)=(exp(x/(cosh(x)π))+exp(-x/(cosh(x)/π)))/(2π Φ), shpp(x)=(exp(x sinh(x) π)-exp(-x sinh(x) π))/(2π Φ), ssh1(x)=sinh(x/π)/Φ, csh1(x)=cosh(x/π)/Φ, Φ=(1+√5)/2 golden ratio, τ=2π*0.7887; iteration: r=||z||, if r>2 continue, θ=asin(z_z/r)+0.2t animated, φ=atan(z_x,z_y), dr = r^{P-1} dr P +1, r=r^P, θ=θ P/Φ, φ=φ P/Φ, z += r * (tan(shp(sinθ sinφ)) Φ, chp(cosθ sinφ), cosφ) + p, p=reflect(p,z), final DE=0.75 log(r) r / dr scaled by shp(DE *2); ray-marched with max marches=96, tol=10^{-5}, bounces=8, refraction index 1.05, Beer absorption exp(-(t+0.1) * -HSV(0.05,0.95,2)), diffuse HSV(0.6,0.85,1), glow HSV(0.065,0.8,6), sky HSV(0.6,0.86,1) with warped reflections via ssh1, chpp, fract(clamp(0.125 / |reflected cross| * skyCol, -120,16.547)); rotated by rot_x((1.221 t + π)/τ), camera at (0,2,5)*0.6, FOV tan(τ/6), ACES tone-mapped, sRGB gamma; central bulbous form with pink core, orange lobes, black voids, cyan shell, rainbow tunnel background.
Prompt: Depict the TimeSpaceFlow defined by the following metric:
ds^{2\sqrt[pi]{2}\pi} = -\left(1 - \frac{r_s}{\sinh x}\right) c^2 \, dt^{e\pi} + \left(1 - \frac{r_s}{\sinh x}\right)^{-1} \cosh^{e\pi} x \, dx^{\phi} + \sinh^{\sqrt[pi]{3}\pi} x \, d\Omega^{2.78544587\pi - 4}
Prompt: A highly detailed, photorealistic 3D rendering of a complex radial fractal structure resembling a flower-like Mandelbulb variant with intricate, self-similar petal layers and wavy undulating edges, generated using iterative mathematical transformations in a raymarching shader; the fractal is defined by constants TAU exactly equal to (2.0 * π) * 0.7887 ≈ 4.955 radians for angular periodicity scaling to create asymmetric twisted repetitions instead of full 2π symmetry, controlling approximately 12-16 fold radial petals; POWER exactly 11.24788742 + TAU ≈ 16.203 for amplifying self-similarity through r^POWER scaling in spherical coordinates during iterations; core vector update z = r * vec3(sin(sin(θ)cos(φ) + sin(θ)sin(φ) + cos(φ)), cos(sin(θ)cos(φ) + cos(θ)cos(φ) + cos(θ)), cos(θ)cos(φ)) + p, where p is the 3D position vector, r = ||p|| its magnitude, θ = atan(p.y, p.x) azimuthal angle, φ = acos(p.z/r) polar angle; incorporating nonlinear warping via trig sums like expr1 = sin(θ)(cos(φ) + sin(φ)) + cos(φ) = sin(θ) * √2 * sin(φ + π/4) + cos(φ) and expr2 = cos(φ) * √2 * sin(θ + π/4) + cos(θ) for phase-shifted higher harmonics introducing bulges and mixing between angles; followed by p = shp(reflect(p, z)) where reflect(p, z) = p - 2 * (p · ẑ) * ẑ with ẑ = z / ||z|| for mirror symmetries creating sharp creases; shp #define shp(x) (exp(x)-exp(-x))/pi
assumed as absolute folding abs(p) or clamping for bounding and discontinuities; r updated to ||z|| per iteration, looping 8-20 times with escape radius or distance estimate DE(p) ≈ 0.5 * log(r) * r / ||dr/dp|| for rendering; visualize the fractal in vibrant metallic gradients of blue, purple, and gold with orbit trap coloring, floating in a dark void with soft volumetric lighting and depth of field, high resolution 4K, ultra-detailed textures emphasizing mathematical precision and geometric warping.
Dream Level: is increased each time when you "Go Deeper" into the dream. Each new level is harder to achieve and
takes more iterations than the one before.
Rare Deep Dream: is any dream which went deeper than level 6.
Deep Dream
You cannot go deeper into someone else's dream. You must create your own.
Deep Dream
Currently going deeper is available only for Deep Dreams.