Fractal 140 A – Dark egg
Part of BEYOND series – 11 2023
fate . karma . obscuration . path . soul . suffering . wrong
Fractal 140 A – zoom level 1
Fractal 140 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 In each case, the numerical characters have been replaced by â– to prevent unauthorized reproduction.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 140 A - Dark egg - Part of BEYOND series - 11.2023

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– â– â– "
layer:
caption="Layer â– " opacity=â– â– mergemode=subtraction 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– p_baseâ– =â– .â– /â– .â– p_random_strength=â– â– â– p_bailout=â– Eâ–
p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=yes
p_zc_inverse=no p_ztype=Real p_scatter=no f_functionâ– =flip
f_functionâ– =ident
inside:
transfer=none solid=â– â– â– â– â– â– â– â– â– â–
outside:
transfer=linear
gradient:
smooth=yes rotation=â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– â– â–
index=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– â– index=â– â– â– color=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– index=â– â– â– color=â– â– â–
opacity:
smooth=no index=â– opacity=â– â– â–
layer:
caption="Layer â– " opacity=â– â– mergemode=red 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– p_baseâ– =â– .â– /â– .â– p_random_strength=â– â– â– p_bailout=â– Eâ–
p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=yes
p_zc_inverse=yes p_ztype=Real p_scatter=no f_functionâ– =exp
f_functionâ– =ident
inside:
transfer=none solid=â– â– â– â– â– â– â– â– â– â–
outside:
transfer=linear
gradient:
smooth=yes rotation=-â– â– â– index=â– â– color=â– â– â– â– â– â– â– â– index=â– â–
color=â– â– â– â– â– â– â– â– index=â– â– color=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– â– index=-â– 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–
opacity:
smooth=no index=â– opacity=â– â– â–
layer:
caption="Background" opacity=â– â– mergemode=blue 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– p_baseâ– =â– .â– /â– .â– p_random_strength=â– â– â– p_bailout=â– Eâ–
p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=yes
p_zc_inverse=yes p_ztype=Real p_scatter=no f_functionâ– =exp
f_functionâ– =ident
inside:
transfer=none solid=â– â– â– â– â– â– â– â– â– â–
outside:
transfer=linear
gradient:
smooth=yes rotation=â– â– index=â– â– color=â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– â– â–
index=â– â– color=â– â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– â– â– â– index=â– â–
color=â– 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–
index=â– â– â– color=â– â– â– â– â– index=â– â– â– color=â– â– â–
opacity:
smooth=no index=â– opacity=â– â– â–
layer:
caption="Layer â– " 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– 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– p_baseâ– =â– .â– /â– .â– p_random_strength=â– â– â– p_bailout=â– Eâ–
p_bailout_mode="|z/c|" p_zc_mode=Multiply p_zc_absolute=yes
p_zc_inverse=yes p_ztype=Real p_scatter=no f_functionâ– =recip
f_functionâ– =ident
inside:
transfer=none solid=â– â– â– â– â– â– â– â– â– â–
outside:
transfer=linear
gradient:
smooth=yes rotation=-â– â– â– index=â– color=â– â– â– â– â– â– â– index=â– â–
color=â– â– â– â– â– â– â– â– index=â– â– color=â– â– â– â– â– index=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– index=â– â– â– color=â– â– â– â– â– â– â–
index=-â– â– â– color=â– â– â– â– â– â– index=-â– â– color=â– â– â– â– â– â– â– â– index=-â– â–
color=â– â– â– â– â– index=-â– â– color=â– â– â– â– â–
opacity:
smooth=no index=â– opacity=â– â– 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–
}