Fractal 023 A – Muffled Sound
Part of ELEMENTS series – 10 2021
beat . deep . dull . music . orange . sound . vibration . wave
Fractal 023 A – zoom level 1
Fractal 023 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 In each case, the numerical characters have been replaced by â– to prevent unauthorized reproduction.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 023 A - Muffled Sound - Part of ELEMENTS series - 10.2021

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– ;Phil;â– /â– â– /â– â– â– â– ;Philippe_admin;â– /â– /â– â– â– â– "
layer:
caption="Layer â– " opacity=â– mergemode=subtraction
mapping:
center=-â– .â– â– 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– angle=-â– .â– â– â– â–
formula:
maxiter=â– â– â– filename="Fractint.ufm" entry="barnsleyjâ– "
p_start=â– .â– â– â– â– â– â– â– â– â– â– â– â– /-â– .â– â– â– â– â– â– â– â– â– â– â– â– â– â– p_test=mod p_bailout=â– .â–
inside:
transfer=none
outside:
transfer=linear
gradient:
smooth=yes index=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–
opacity:
smooth=no index=â– opacity=â– â– â–
layer:
caption="Background" opacity=â– â– mergemode=hue
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– angle=-â– .â– â– â– â–
formula:
maxiter=â– â– â– filename="Fractint.ufm" entry="barnsleyjâ– "
p_start=â– .â– â– â– â– â– â– â– â– â– â– â– â– /-â– .â– â– â– â– â– â– â– â– â– â– â– â– â– â– p_test=mod p_bailout=â– .â–
inside:
transfer=none
outside:
transfer=linear
gradient:
smooth=yes index=â– color=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–
opacity:
smooth=no index=â– opacity=â– â– â–
layer:
caption="Layer â– " opacity=â– â– mergemode=hardlight
mapping:
center=â– .â– â– 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– angle=-â– â– .â– â– â– â–
formula:
maxiter=â– â– â– filename="Fractint.ufm" entry="barnsleyjâ– "
p_start=â– .â– â– â– â– â– â– â– â– /-â– .â– â– â– â– â– â– â– p_test=mod p_bailout=â– .â–
inside:
transfer=none
outside:
transfer=linear
gradient:
smooth=yes rotation=-â– â– index=â– â– color=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– 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– mergemode=hardlight
mapping:
center=â– .â– 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– angle=-â– â– .â– â– â– â–
formula:
maxiter=â– â– â– filename="Fractint.ufm" entry="barnsleyjâ– "
p_start=â– .â– â– â– â– â– â– â– â– /-â– .â– â– â– â– â– â– â– p_test=mod p_bailout=â– .â–
inside:
transfer=none
outside:
transfer=linear
gradient:
smooth=yes rotation=-â– â– index=â– color=â– 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– 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–
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– angle=-â– .â– â– â– â–
formula:
maxiter=â– â– â– filename="Fractint.ufm" entry="barnsleyjâ– "
p_start=â– .â– â– â– â– â– â– â– â– /-â– .â– â– â– â– â– â– â– p_test=mod p_bailout=â– .â–
inside:
transfer=none
outside:
transfer=linear
gradient:
smooth=yes rotation=â– â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– â– color=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–
opacity:
smooth=no index=â– opacity=â– â– â–
}
barnsleyjâ– {
init:
z = pixel
loop:
IF real(z) >= â–
z = (z - â– ) â– @start
ELSE
z = (z + â– ) â– @start
ENDIF
bailout:
(@test == â– && |z| <= @bailout) || \
(@test == â– && sqr(real(z)) <= @bailout) || \
(@test == â– && sqr(imag(z)) <= @bailout) || \
(@test == â– && (sqr(real(z)) <= @bailout && sqr(imag(z)) < @bailout)) || \
(@test == â– && (sqr(real(z)) <= @bailout || sqr(imag(z)) < @bailout)) || \
(@test == â– && (sqr(abs(real(z)) + abs(imag(z))) <= @bailout)) || \
(@test == â– && (sqr(real(z) + imag(z)) <= @bailout))
default:
title = "Barnsley â– (Julia)"
maxiter = â– â– â–
param start
caption = "Parameter"
default = (â– .â– , â– .â– )
endparam
param test
caption = "Bailout Test"
default = â–
enum = "mod" "real" "imag" "or" "and" "manh" "manr"
endparam
param bailout
caption = "Bailout value"
default = â– .â–
min = â– .â–
endparam
switch:
type = "barnsleymâ– "
bailout = bailout
test = test
}
barnsleyjâ– {
init:
z = pixel
loop:
IF real(z) â– imag(@start) + real(@start) â– imag(z) >= â–
z = (z - â– ) â– @start
ELSE
z = (z + â– ) â– @start
ENDIF
bailout:
(@test == â– && |z| <= @bailout) || \
(@test == â– && sqr(real(z)) <= @bailout) || \
(@test == â– && sqr(imag(z)) <= @bailout) || \
(@test == â– && (sqr(real(z)) <= @bailout && sqr(imag(z)) < @bailout)) || \
(@test == â– && (sqr(real(z)) <= @bailout || sqr(imag(z)) < @bailout)) || \
(@test == â– && (sqr(abs(real(z)) + abs(imag(z))) <= @bailout)) || \
(@test == â– && (sqr(real(z) + imag(z)) <= @bailout))
default:
title = "Barnsley â– (Julia)"
maxiter = â– â– â–
param start
caption = "Parameter"
default = (â– .â– , â– .â– )
endparam
param test
caption = "Bailout Test"
default = â–
enum = "mod" "real" "imag" "or" "and" "manh" "manr"
endparam
param bailout
caption = "Bailout value"
default = â– .â–
min = â– .â–
endparam
switch:
type = "barnsleymâ– "
bailout = bailout
test = test
}