Fractal 074 A – Guts
Part of LIFE series – 03 2022
grey . guts . life . machine . mate . organic . organs
Fractal 074 A – zoom level 1
Fractal 074 A – zoom level 2
Data
This digital works is created exclusively from fractals, with 0% AI generated. It can therefore be converted into a set of functions and parameters that can be the basis for the training of an AI.
The mathematical formulas and parameter combinations corresponding to each fractal are presented below. In each case, the numerical characters have been replaced by â– to prevent unauthorized reproduction. If you are interested in using the full data set to train an AI, please contact Philippe.
Fractal 074 A - Guts - Part of LIFE series - 03.2022
Fractal_â– â– â– _A { fractal: title="Fractal_â– â– â– _A" width=â– â– â– â– height=â– â– â– â– layers=â– credits="Philoxerax;â– /â– /â– â– â– â– " layer: caption="Layer â– " opacity=â– â– â– mergemode=multiply precision=â– mapping: center=â– â– .â– â– â– â– â– â– â– â– â– /â– .â– â– â– â– â– â– â– â– magn=â– .â– â– â– â– â– â– â– â– angle=â– â– â– .â– â– â– â– formula: maxiter=â– â– â– percheck=off filename="asz.ufm" entry="andrextrandom-â– " p_base=-â– .â– â– /-â– .â– p_baseâ– =â– .â– â– /â– .â– â– p_random_strength=â– .â– p_bailout=â– Eâ– p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=no p_zc_inverse=no p_ztype=Real p_scatter=yes f_functionâ– =cos f_functionâ– =ident inside: transfer=none outside: transfer=linear gradient: smooth=yes rotation=â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– opacity: smooth=no index=â– opacity=â– â– â– layer: caption="Layer â– " opacity=â– â– â– mergemode=multiply precision=â– mapping: center=â– â– .â– â– â– â– â– â– â– â– â– /â– .â– â– â– â– â– â– â– â– â– magn=â– .â– â– â– â– â– â– â– â– angle=â– â– â– .â– â– â– â– formula: maxiter=â– â– â– percheck=off filename="asz.ufm" entry="andrextrandom-â– " p_base=-â– .â– â– /-â– .â– p_baseâ– =â– .â– â– /â– .â– â– p_random_strength=â– .â– p_bailout=â– Eâ– p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=no p_zc_inverse=no p_ztype=Real p_scatter=yes f_functionâ– =cos f_functionâ– =ident inside: transfer=none outside: transfer=linear gradient: smooth=yes rotation=â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– opacity: smooth=no index=â– opacity=â– â– â– layer: caption="Layer â– " opacity=â– â– â– mergemode=multiply precision=â– mapping: center=-â– â– .â– â– â– â– â– â– â– â– â– /â– .â– â– â– â– â– â– â– â– â– â– magn=â– .â– â– â– â– â– â– â– â– angle=â– â– â– .â– â– â– â– formula: maxiter=â– â– â– percheck=off filename="asz.ufm" entry="andrextrandom-â– " p_base=-â– .â– â– /-â– .â– p_baseâ– =â– .â– â– /â– .â– â– p_random_strength=â– .â– p_bailout=â– Eâ– p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=no p_zc_inverse=no p_ztype=Real p_scatter=yes f_functionâ– =cos f_functionâ– =ident inside: transfer=none outside: transfer=linear gradient: smooth=yes rotation=â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– opacity: smooth=no index=â– opacity=â– â– â– layer: caption="Background" opacity=â– â– â– precision=â– mapping: center=-â– â– .â– â– â– â– â– â– â– â– â– /â– .â– â– â– â– â– â– â– â– â– magn=â– .â– â– â– â– â– â– â– â– angle=-â– â– .â– â– â– â– formula: maxiter=â– â– â– percheck=off filename="asz.ufm" entry="andrextrandom-â– " p_base=-â– .â– â– /-â– .â– p_baseâ– =â– .â– â– /â– .â– â– p_random_strength=â– .â– p_bailout=â– Eâ– p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=no p_zc_inverse=no p_ztype=Real p_scatter=yes f_functionâ– =cos f_functionâ– =ident inside: transfer=none outside: transfer=linear gradient: smooth=yes rotation=â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=â– â– â– â– â– â– â– â– opacity: smooth=no index=â– opacity=â– â– â– } andrextrandom-â– { ;(c) by Andras Szolek ; The formula is the same as Andrextrandom-â– , only the ; defaults are the different. I made two for the easy ; switching. init: z = #pixel random = z+(#random/(â– /(@random_strength/â– â– â– ))) c = z-#pixel^â– /â– +@baseâ– @baseâ– +â– .â– â– zc = â– if @zc_mode == â– zc = zâ– c elseif @zc_mode == â– zc = z/c elseif @zc_mode == â– zc = z+c elseif @zc_mode == â– zc = z-c elseif @zc_mode == â– zc = z^c endif if @zc_mode == â– && @zc_inverse == true zc = c/z elseif @zc_mode == â– && @zc_inverse == true zc = c-z elseif @zc_mode == â– && @zc_inverse == true zc = c^z endif if @zc_absolute == true zc = |zc| endif b = â– loop: z = z/(@functionâ– (random))/(zc)+@base z = zâ– (zc)+random c = (z+c)â– â– +@base z = @functionâ– (zâ– (sqrt(câ– @baseâ– )/@bailout)+zc) if @scatter == true z = z+((@baseâ– -@base)/â– â– â– )+zc c = c-((c/flip(c))/(câ– real(c)))-zc endif if imag(z)>â– z = real(z+@base) elseif imag(z)>â– z = flip(z+@base) elseif imag(z)<â– z = imag(z+@base) elseif real(z)>â– z = flip(z+@base) elseif real(z)>â– z = real(z+@base) endif if @scatter == true if real(z)â– imag(z) < flip(z) z = real(z)/imag(z) endif endif if @ztype == â– z = real(z) elseif @ztype == â– z = imag(z) endif if @bailout_mode == â– b = zâ– c elseif @bailout_mode == â– b = |zâ– c| elseif @bailout_mode == â– b = z/c elseif @bailout_mode == â– b = |z/c| elseif @bailout_mode == â– b = z+c elseif @bailout_mode == â– b = |zâ– c| elseif @bailout_mode == â– b = z-c elseif @bailout_mode == â– b = |z-c| elseif @bailout_mode == â– b = z elseif @bailout_mode == â– b = |z| elseif @bailout_mode == â– â– b = c elseif @bailout_mode == â– â– b = |c| else b = zâ– c endif bailout: b <= @bailout/â– â– default: title = "Andrextrandom - Switch #â– " param base caption = "Base, ''Seed'' #â– " default = (-â– .â– â– ,-â– .â– ) endparam param baseâ– caption = "Base, ''Seed'' #â– " default = (â– .â– â– ,â– .â– â– ) endparam param random_strength caption = "Random-intensity" default = â– .â– min = â– .â– endparam param bailout caption = "Bailout" default = â– Eâ– endparam param bailout_mode caption = "Bailout Mode" hint = "The bailout-process : ''this value'' < \ ''bailout parameter /variant/''" enum = "zâ– c" "|zâ– c|" "z/c" "|z/c|" "z+c" "|z+c|"\ "z-c" "|z-c|" "z" "|z|" "c" "|c|" default = â– endparam param zc_mode caption = "ZC - Mode" enum = "Multiply" "Division" "Add" "Subtract"\ "Product" endparam param zc_absolute caption = "ZC - Absolute" hint = "It gives an absolute-result to the z ? c" default = false endparam param zc_inverse caption = "ZC - Inverse" hint = "This function is working in ''Division'', \ ''Subtract'' and ''Product'' ZC-Modes. How does \ it works? z/c -> c/z, z-c -> c-z and z^c -> c^z" default = false endparam param ztype caption = "Z Type" enum = "Real" "Imag" endparam param scatter caption = "Scatter" default = true endparam func functionâ– caption = "Function #â– " default = cos() endfunc func functionâ– caption = "Function #â– " default = ident() endfunc periodicity = â– switch: type = "andrextrandom-â– " base = #pixel random_strength = random_strength bailout = bailout bailout_mode = bailout_mode zc_mode = zc_mode zc_absolute = zc_absolute zc_inverse = zc_inverse ztype = ztype scatter = scatter functionâ– = functionâ– functionâ– = functionâ– }