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 In each case, the numerical characters have been replaced by â– to prevent unauthorized reproduction.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 }