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These hints below do not aim to create what the people call īblobsī(a blob is something screwed up, with no symmetry), they aim to create fully symmetric images (something is fully symmetric when it has an axis of symmetry). First, let us talk about the shape of the quaternion. To not produce Blobs, let us begin with a sphere. Open a quaternion by pressing F4, and here you have a blob. Set all the parameters to zero (There are five : Z imag K, C Real,C imag I, C imag J, C imag K). If you do not wish to use the formula highlighted, select another that does not give you a blank screen or a completely yellow screen. Now, we start changing the parameters. "Thou shall not modify the 'C imag I' and 'C imag J' parameters" By following the rule, I GRANT YOU you wont get a blob. Change the other parameters in the way you wish. About the aspect : In quaternions, there are not FILTERS and PALETTES, which shirinken your possibilities of creating, but you have LIGHTS, because our quats, as any 3d object need ilumination, so the light colors and positions are the only way you can modify the aspect of the quaternion. Extreme cautious light positioning create beatiful coloration, but if it is badly done, the results are awful. To position the lights carefully, you need to have an idea of 3d positioning. Apart from fractals, in quaternions, the Count of steps, Max iterations and Baioult Value generate a large number of differences. Some hints: Count of Steps(the higher, the less holes on your surface), Max Iter(the lower, the smoother the surface), Baioult Value( the higher, the bigger the quat). Extra Note: Quaternion final rendering is VERY SLOW, taking sometimes about 25 minutes on a good computer to render a 600x600 quaternion, with Max Iteration set to 5000, and anti-aliasing on three points. Donīt get mad with it, put it on batch rendering, or set the priority of rendering in the preferences to IDLE, than you can do something else on the computer while you wait. Back to the main tutorial link page |