Has anyone started a list of coloring algorithms that will work quickly with the new deep zooming capabilities? As in what makes one compatible with the perturbation method? Currently I'm just zooming in and then trying out different ones, but thought I'd throw this out there.

Also, just looking for any general advice on using coloring algs with deep zoomed fractals (mandelbrot/julia). Orbit traps and others seems to just give me weirdness, or I have to turn up settings really high. I guess I'm looking for algs that will work all the way down into a deep zoom without too much tweaking of settings like color density along the way. Hope this makes sense.

Has anyone started a list of coloring algorithms that will work quickly with the new deep zooming capabilities? As in what makes one compatible with the perturbation method? Currently I'm just zooming in and then trying out different ones, but thought I'd throw this out there. Also, just looking for any general advice on using coloring algs with deep zoomed fractals (mandelbrot/julia). Orbit traps and others seems to just give me weirdness, or I have to turn up settings really high. I guess I'm looking for algs that will work all the way down into a deep zoom without too much tweaking of settings like color density along the way. Hope this makes sense.
edited Dec 19 '17 at 5:19 pm
 
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Try looking at the colorings used by the deep zooms in Deep Zooming Examples.upr. Everyone seems to use Smooth (Mandelbrot) with Linear Transfer Function and Color Density less than 1 for the main layer.

Few of of the other colorings work well at high magnifications. If you find something useful, let everyone know!

Try looking at the colorings used by the deep zooms in Deep Zooming Examples.upr. Everyone seems to use Smooth (Mandelbrot) with Linear Transfer Function and Color Density less than 1 for the main layer. Few of of the other colorings work well at high magnifications. If you find something useful, let everyone know!
 
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I do know that Triangle Inequality Average does not work because it needs the same precision as the location, and in UF6 coloring algorithms are always evaluated with the regular double precision.

Orbit Traps does work, but it really depends on the location and the settings you choose for the trap. There are few coloring algorithms that consistently produce good results when zooming in deep, but you can get something nice with Orbit Traps.

Here's a small example:

TwinJellyfishWithOrbitTraps {
::nDo/kin2VaVUvpNMQ43Ri/DR59StTiTCdKPsVtVpJVNpBPOJkJ2Q8wxOz2UK/73FTgSVJQqE
SY7777uvc+s9tyQLdU5DjHFE4EOJvIc+OhK4ncpc/KhtKMYng5qKyRogKuYdlrIFGKp75GbB
ulXphzEObR4PgBcjYTwMp4vb4maq6L4o7jgfIcW44ReW+YVSbcCtqI8b0yNrN6tKWYguhWKc
7LwQAq5uKNrQKUcqZ8oaaTjQt+AXuyxNF3hnQiiizizIo88cEBTQxEYGJFGD/FNFia69oJIE
KLNJnkmgyTSjjyym+nWHlgTmmiymmgzyzIp4Ey084ga6aVB4bwTpT/eUWAVtGyL3RmOJZaU6
4Rr0m6tSqXL10XFtihAxIYlQyV0aIHOzRVMqhNZ7q6wAQvm9Q6hadPDrzlhBNLsOqxVguH16
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oMBs0jap2AZ3wDSpsb6jSq1euTkLf44kF/ysU4mboN2LxayLLWfIG+NzPa948Wz9wvTc3C5h
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syNU3bLpwhF8Qga0Oq/SA0nBt1xbGGD7G+uhjc4+lab4luL/NaroN8+Oz0WUOrFwv75w2B63
ug8IMv29REj6XOTYC42g2SkrstAWv85HuJ8asG6pHPyThaQQbGM8mFNGOlxwFDA3NrQPzhR3
0hr2qK9FxHfp66eVDX7PIdCAHoQP4ybrU6y+OwXrZXtm9Zw+MepWxeUqtcrLsPvc7qhOUtbv
+wOMY7EuKXFs3VplseLHOBANJi8BzwlxWtUw6JJc6dmrkIO+Q5Xb7IYueuvLCY9we92tTInh
0f987eu74jg+37t1aN0J2euN40VnYcWgAap41ikYSgncRceWMGR6WHHn4baybKLOFTyRdmiS
PSBnmllFhJQDGH6B78Aq0d4Rn6QLiAQ/P0X5JWA=
}

I do know that Triangle Inequality Average does not work because it needs the same precision as the location, and in UF6 coloring algorithms are always evaluated with the regular double precision. Orbit Traps does work, but it really depends on the location and the settings you choose for the trap. There are few coloring algorithms that consistently produce good results when zooming in deep, but you can get something nice with Orbit Traps. Here's a small example: TwinJellyfishWithOrbitTraps { ::nDo/kin2VaVUvpNMQ43Ri/DR59StTiTCdKPsVtVpJVNpBPOJkJ2Q8wxOz2UK/73FTgSVJQqE SY7777uvc+s9tyQLdU5DjHFE4EOJvIc+OhK4ncpc/KhtKMYng5qKyRogKuYdlrIFGKp75GbB ulXphzEObR4PgBcjYTwMp4vb4maq6L4o7jgfIcW44ReW+YVSbcCtqI8b0yNrN6tKWYguhWKc 7LwQAq5uKNrQKUcqZ8oaaTjQt+AXuyxNF3hnQiiizizIo88cEBTQxEYGJFGD/FNFia69oJIE KLNJnkmgyTSjjyym+nWHlgTmmiymmgzyzIp4Ey084ga6aVB4bwTpT/eUWAVtGyL3RmOJZaU6 4Rr0m6tSqXL10XFtihAxIYlQyV0aIHOzRVMqhNZ7q6wAQvm9Q6hadPDrzlhBNLsOqxVguH16 mmFLpCperrIZCsgQZFM+hNFDVZXBRQpV8xjAInMx4AMIdl/GI7/MuLKjSZYLlOl8EXB7TlPZ oMBs0jap2AZ3wDSpsb6jSq1euTkLf44kF/ysU4mboN2LxayLLWfIG+NzPa948Wz9wvTc3C5h vdYLpIsUXXrVed2qs5HtEeVevXr3C6bhbAg3a5mPFBYczngQjnQ35hTlSDBdt+FuFqpGCDmR syNU3bLpwhF8Qga0Oq/SA0nBt1xbGGD7G+uhjc4+lab4luL/NaroN8+Oz0WUOrFwv75w2B63 ug8IMv29REj6XOTYC42g2SkrstAWv85HuJ8asG6pHPyThaQQbGM8mFNGOlxwFDA3NrQPzhR3 0hr2qK9FxHfp66eVDX7PIdCAHoQP4ybrU6y+OwXrZXtm9Zw+MepWxeUqtcrLsPvc7qhOUtbv +wOMY7EuKXFs3VplseLHOBANJi8BzwlxWtUw6JJc6dmrkIO+Q5Xb7IYueuvLCY9we92tTInh 0f987eu74jg+37t1aN0J2euN40VnYcWgAap41ikYSgncRceWMGR6WHHn4baybKLOFTyRdmiS PSBnmllFhJQDGH6B78Aq0d4Rn6QLiAQ/P0X5JWA= }

Ultra Fractal author

 
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It depends on what you're doing but I've had some success with Potential Differential down to a moderate depth, which can give a dimensional/shading effect, and Stripes (smooth and otherwise) which can add two types of stripe texture. Both are in aho.ucl. You do need to tweak both the colouring params and the color density to get the most interesting results. Finally, some sort of Smooth colouring is generally good for adding actual colours.

If a good mask can be devised then I sometimes just use a normal scale texture to add some subtle texture to selected parts of the image. I also sometimes use one or more general Gradient layers with a few nice colours to give a deep zoom a range of different colours across the whole canvas. These sorts of general techniques can add interest to an image that may otherwise be very difficult to enhance.

Here is an example of two types of stripe with smooth colouring on a zoom down to 1.67E31:

5a3d2b07cadb5.jpg

ZoomColouring {
; Copyright © 2017 by Christine-Ann Martin.
::TiF9qin2tb5WvxNKUA43jU+PY53zEAjB7uiHqa7jVqS5tVr0IyY8Y2FDWATbm9X/eM+WaTSb
  arqqWpINRDwBO3/mTa9yDRp5VXeRWWUHNKR+f6c9ZHcG3Jv2eMP7T6mYnghQZdK9xuYapReW
  5DC647O4VN6YQk/mOvOE1W1Vv2azev0Dr/DM5aC8Bh55ZSbULNaZAUs4sKc5FJ9ks+B5QU7s
  i8QvzF7yzcDyD64ZBGMXvyfU17aUiOpvxM6GXeRvcYAU00rV2oyLQ7KoUGhXRqrwFISBnyLZ
  lUOFxYFUGDVyIVMMrou8a0OYHFh4c4PUVxfNqoScF8YaVNGXTwFFoxv4k6aEnUm1LPaF4dMO
  rsExfXBGCpjQS7KMmvrkiqv8iWnv/kRm8qe5d6R3CCBIIa1GlV2Dp4biSbDEI7O12nnBuu/s
  I/9wZKzteXMPbYfICpPB6a0oeG2P4+EoHy1IY9tSNUciCsiAS12guRNVA9SboFun1ZVZBnR3
  IoQwUjg0f5ja/Dm8xXO7CvV1KPZiwRg+XVbjCMBUIQ7wbmwAlZpf1IVMOhUUReGG5m567XLo
  O6lNa4+J7P1QM2vkBJHZqLpsITDpr7ElYcqZFSyMOnTg4cWApO1YkkB1xSU9ikK0yToQ5tCP
  fOhyXPnwq4skCmlBh2kMeNmhRzHXUuqKUFqomxmFwrozCgoZuT++Bj1NfR0afOps8R5hBXUl
  4msGdLk6n2sxHg/vhHuPq8gOW7GGkj3fi1+fEvwwcems5vPFS++3B6MhLr0zPD6UhwVPV/8z
  jYIPgXcttBFYfCdFdgkPCRppfKdzayO3nZoPs0F82PrJYN8mibtVHnPA2B5koc//O2sNsvVb
  lGRrx58pLG+H9wgY+nXgU96Rj5bID2pbhM4osTR382JR9qYnrRAVtoewoPAE5HVT6xrMy7go
  r6ZgwXVtSR1LQUBusac8y05YCbDh/C8msSe/0AWqlMLE96BVYjrKoPkreBq+9DVP2YofYs6m
  pq+ep98IMJvNAgydzN6nCKIoVDg/PlBinHUiXnaXmpLB+dXRuXCBWZk932IhqBs2ufutSgn0
  AU7E4FVn80UuZEP9h48tTYnRev9PDcCjWQDMaZO2KIxJfBFtNZrY92byeceajcXmkCL+Ww10
  zfIdR4vwSvwST/vgf3wE5XOMRWoD6TM+pu8JHNVsOPD9jjS/Hgl77UM=
}
It depends on what you're doing but I've had some success with **Potential Differential** down to a moderate depth, which can give a dimensional/shading effect, and **Stripes (smooth and otherwise)** which can add two types of stripe texture. Both are in **aho.ucl**. You do need to tweak both the colouring params and the color density to get the most interesting results. Finally, some sort of **Smooth colouring** is generally good for adding actual colours. If a good mask can be devised then I sometimes just use a normal scale texture to add some subtle texture to selected parts of the image. I also sometimes use one or more general **Gradient** layers with a few nice colours to give a deep zoom a range of different colours across the whole canvas. These sorts of general techniques can add interest to an image that may otherwise be very difficult to enhance. Here is an example of two types of stripe with smooth colouring on a zoom down to 1.67E31: ![5a3d2b07cadb5.jpg](serve/attachment&path=5a3d2b07cadb5.jpg) ```` ZoomColouring { ; Copyright © 2017 by Christine-Ann Martin. ::TiF9qin2tb5WvxNKUA43jU+PY53zEAjB7uiHqa7jVqS5tVr0IyY8Y2FDWATbm9X/eM+WaTSb arqqWpINRDwBO3/mTa9yDRp5VXeRWWUHNKR+f6c9ZHcG3Jv2eMP7T6mYnghQZdK9xuYapReW 5DC647O4VN6YQk/mOvOE1W1Vv2azev0Dr/DM5aC8Bh55ZSbULNaZAUs4sKc5FJ9ks+B5QU7s i8QvzF7yzcDyD64ZBGMXvyfU17aUiOpvxM6GXeRvcYAU00rV2oyLQ7KoUGhXRqrwFISBnyLZ lUOFxYFUGDVyIVMMrou8a0OYHFh4c4PUVxfNqoScF8YaVNGXTwFFoxv4k6aEnUm1LPaF4dMO rsExfXBGCpjQS7KMmvrkiqv8iWnv/kRm8qe5d6R3CCBIIa1GlV2Dp4biSbDEI7O12nnBuu/s I/9wZKzteXMPbYfICpPB6a0oeG2P4+EoHy1IY9tSNUciCsiAS12guRNVA9SboFun1ZVZBnR3 IoQwUjg0f5ja/Dm8xXO7CvV1KPZiwRg+XVbjCMBUIQ7wbmwAlZpf1IVMOhUUReGG5m567XLo O6lNa4+J7P1QM2vkBJHZqLpsITDpr7ElYcqZFSyMOnTg4cWApO1YkkB1xSU9ikK0yToQ5tCP fOhyXPnwq4skCmlBh2kMeNmhRzHXUuqKUFqomxmFwrozCgoZuT++Bj1NfR0afOps8R5hBXUl 4msGdLk6n2sxHg/vhHuPq8gOW7GGkj3fi1+fEvwwcems5vPFS++3B6MhLr0zPD6UhwVPV/8z jYIPgXcttBFYfCdFdgkPCRppfKdzayO3nZoPs0F82PrJYN8mibtVHnPA2B5koc//O2sNsvVb lGRrx58pLG+H9wgY+nXgU96Rj5bID2pbhM4osTR382JR9qYnrRAVtoewoPAE5HVT6xrMy7go r6ZgwXVtSR1LQUBusac8y05YCbDh/C8msSe/0AWqlMLE96BVYjrKoPkreBq+9DVP2YofYs6m pq+ep98IMJvNAgydzN6nCKIoVDg/PlBinHUiXnaXmpLB+dXRuXCBWZk932IhqBs2ufutSgn0 AU7E4FVn80UuZEP9h48tTYnRev9PDcCjWQDMaZO2KIxJfBFtNZrY92byeceajcXmkCL+Ww10 zfIdR4vwSvwST/vgf3wE5XOMRWoD6TM+pu8JHNVsOPD9jjS/Hgl77UM= } ````

Chris Martin
Gallery: Velvet--Glove.deviantart.com

Currently using UF6.05 on Windows 11 Professional 64-bit

 
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