500f5 { fractal: title="500f5" width=640 height=480 numlayers=1 layer: caption="Layer 1" visible=yes alpha=no mapping: center=1.1015625/0.0234375 magn=0.937728937728937729 angle=0 formula: filename="reb.ufm" entry="IkeNewtM" maxiter=255 percheck=normal p_p1=0.5/0.5 p_p2=0.001 inside: transfer=none repeat=yes outside: filename="dmj.ucl" entry="dmj-Smooth2General" density=2 transfer=arctan repeat=yes p_diverge=no p_converge=yes p_divergescale=1 gradient: smooth=yes numnodes=4 index=0 color=8716288 index=100 color=16121855 index=200 color=51967 index=300 color=144 } reb.ufm:IkeNewtM {; Ron Barnett, March 1999 init: #z = #pixel loop: zf = #z*#z*#z + (#pixel-1)*#z - #pixel zd = 3*#z*#z + #pixel-1 #z = #z - @p1*zf/zd bailout: @p2 <= |zf| default: title = "Scaled Ikenaga Newton" maxiter = 255 center = (0, 0) magn = 0.2 param p1 caption = "Scaling Factor" default = (0.5,0.5) endparam param p2 caption = "Bailout value" default = 0.001 max = 0.1 endparam } dmj.ucl:dmj-Smooth2General { ; ; This coloring method provides smooth iteration ; colors for all fractal types, convergent or ; divergent (or both). It combines the two methods ; developed by Ron Barnett. It doesn't map ; precisely to iterations, but it's close. ; init: float sum = 0.0 float sum2 = 0.0 complex zold = (0,0) loop: IF (@diverge) sum = sum + exp(-cabs(#z)) ENDIF IF (@converge) sum2 = sum2 + exp(-1/cabs(zold-#z)) ENDIF zold = #z final: IF (|#z - zold| < 0.5) ; convergent bailout. IF (@converge) #index = sum2 ELSE #index = 0 ENDIF ELSE ; divergent bailout. IF (@diverge) #index = sum * @divergescale ELSE #index = 0 ENDIF ENDIF default: title = "Exponential Smoothing (General)" param diverge caption = "Color Divergent" default = FALSE hint = "If set, points which escape to infinity will be \ colored." endparam param converge caption = "Color Convergent" default = TRUE hint = "If set, points which collapse to one value will be \ colored." endparam param divergescale caption = "Divergent Density" default = 1.0 hint = "Sets the divergent coloring density, relative to the \ convergent coloring. If set to 1.0, they will use \ the same color density." endparam }