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Deviation Actions
Since Xyrus-02 introduced direct colouring as a default feature in 7X.14, the facility has been available for any Apophysis artists keeping up with the 7X series. There seems, however, to be a fairly widespread confusion over what it is and how to use it.
It helps initially to understand how a normal flame fractal is coloured. Each variation effectively possesses a coordinate system that makes a contribution to the overall structure of the flame, and the colouring follows this structure. However, we can also consider separating that coordinate system from the structure and applying it directly to the gradient. Taking linear as the trivial example, the gradient in mapped by the coordinate system of the variation, and so appears in pure form as a series of vertical coloured stripes across the flame structure, just as the gradient appears on its tab. That would in itself be boring. Except we can blend the 2 colouring modes and so obtain effects never previously possible with flames. Strictly speaking, direct colouring isn't part of a true flame fractal, but I think we needn't worry too much about purism Bubble maps the gradient to its coordinate system to give concentric rings of colour. And any final xform distorts the colouring as it distorts the structure.
In summary, you could say that the (direct part of the) colouring is structure-independent.
Direct colouring is simply implemented: by default, all transforms of new/legacy flames are assigned a DC coefficient of 1 (on the Colors tab of the Editor), and any DC variation used will implement the colouring fully. Reducing the DC coefficient blends the two modes pro rata.
Further to the basics, we'll consider the current three main DC variations: dc_bubble; dc_linear; and julian2dc. when combined within a transform, a hierarchy emerges:
julian2dc > dc_linear > dc_bubble
When used in separate transforms, the effects overlay.
The three also possess variables:
dc_bubble_centerx - x-offset for pattern centre
dc_bubble_centery - y-offset for pattern centre
dc_bubble_scale - effectively an inverse frequency: a value of 0.1 means that the ring pattern repeats 10 times
dc_linear_offset - effectively rotates the gradient, full scale 2
dc_linear_angle - tilts the gradient, measured in radians
dc_linear_scale - as for dc_bubble, effectively an inverse frequency: a value of 0.1 means that the line pattern repeats 10 times
julian2dc_col - spirals the colour rays and introduces a discontinuity. Advanced tip - the discontinuity may be eliminated by using a symmetrical gradient with integer variable value.
It helps initially to understand how a normal flame fractal is coloured. Each variation effectively possesses a coordinate system that makes a contribution to the overall structure of the flame, and the colouring follows this structure. However, we can also consider separating that coordinate system from the structure and applying it directly to the gradient. Taking linear as the trivial example, the gradient in mapped by the coordinate system of the variation, and so appears in pure form as a series of vertical coloured stripes across the flame structure, just as the gradient appears on its tab. That would in itself be boring. Except we can blend the 2 colouring modes and so obtain effects never previously possible with flames. Strictly speaking, direct colouring isn't part of a true flame fractal, but I think we needn't worry too much about purism Bubble maps the gradient to its coordinate system to give concentric rings of colour. And any final xform distorts the colouring as it distorts the structure.
In summary, you could say that the (direct part of the) colouring is structure-independent.
Direct colouring is simply implemented: by default, all transforms of new/legacy flames are assigned a DC coefficient of 1 (on the Colors tab of the Editor), and any DC variation used will implement the colouring fully. Reducing the DC coefficient blends the two modes pro rata.
Further to the basics, we'll consider the current three main DC variations: dc_bubble; dc_linear; and julian2dc. when combined within a transform, a hierarchy emerges:
julian2dc > dc_linear > dc_bubble
When used in separate transforms, the effects overlay.
The three also possess variables:
dc_bubble_centerx - x-offset for pattern centre
dc_bubble_centery - y-offset for pattern centre
dc_bubble_scale - effectively an inverse frequency: a value of 0.1 means that the ring pattern repeats 10 times
dc_linear_offset - effectively rotates the gradient, full scale 2
dc_linear_angle - tilts the gradient, measured in radians
dc_linear_scale - as for dc_bubble, effectively an inverse frequency: a value of 0.1 means that the line pattern repeats 10 times
julian2dc_col - spirals the colour rays and introduces a discontinuity. Advanced tip - the discontinuity may be eliminated by using a symmetrical gradient with integer variable value.
Administration
Over the years this group has been a great inspiration to many. It has come to our attention that real life has put a burden on us older admins :). So, we are looking for new energetic apophsis artists that are willing to take on the task of getting this group active again.
Requirements would be that you need to have a good knowledge of how to use apophysis, energetic attitude to assist other artists in learning how to use apophysis, and the want to get activities going within this group.
Please have apophysis work in your gallery as you apply we will be looking at your portfolio to see how knowledgeable you are with apophysis.
Pleas
Apophysis Plugins - Creating them in Visual Studio
Hey folks,
during the last week, I had C-91 (https://www.deviantart.com/c-91) around (:heart:) and obviously, we did some fractal work together :w00t: During this, we needed to create some ad-hoc plugins to do the things we wanted to do. Well - not that it's something new for me because I kinda do this all the time but it gave me the idea that maybe I should write up how you actually create the plugins with x86 / x64 processor architecture support. I'm well aware that it's not very well documented so I try to fill this gap now with this little guide.
First off, I don't like to call it a "new" way to create plugins. You still create them with the same interface you had
Heya!
Joe here, aka Meddler Inc, coming out of lurk-land and saying hello.
Now, we have been a bit lag in things, so allow me to apologize on behalf of the Apo team. We will try to get everything peanut-butter smooth in the coming weeks. To all who have submitted work to us, and have not seen it on the feed, we implore you to re-submit if possible.
Which leads me to the next topic. As a reminder to all new and old members of the group, you are allowed only four submissions within a 30-day (one month) period. This might be a typo on my part; if any of the admins wish to correct me, feel free to.
We are always looking for new artwork to look throu
Apophysis Rendering
It has been brought to my attention that CMWVisualArts (https://www.deviantart.com/cmwvisualarts) is willing to render Apophysis params for free at high quality. I was informed that this service is available to assist those in need of high quality renderings that their computer just won't allow due to not memory. If you are interested and the choice is yours here is a link to the journal explaining everything in detail.
:thumb304211627:
the basics are listed below:
I'm willing to do so, for nothing in return. Just note these few things:
1.) ALL of the renders will be 10,000 density, so if you don't like high quality, don't do it.
2.) They will be whatever size you ask me
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Where can I find julian2dc_col plugin?