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ArtMatic 3 in 2 out components
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Introduction
z Scale & Offset
z Displace
z Multiply x*z, y*z
z Weighted Multiply
z Divide x/z, y/z
z Rotate
z Rotate & Scale
Illumination
z Sin distort
z Sin warp (amp)
z Waves
z Twirl
z Random waves
z Ripples
z wipe
Gated Distance
City Light & Reflection #
Perspective Sym
Perspective Clipped
Parallel projection
Spherical projections #
Revolution & Sweeps #
Spherical disk Tile
Complex inversion
Multi bubbles
Multi inverse
Strange web
z Facet space
z Multi Perlin random
z MultiFractal displace
3D fractal Bubbles
Ocean & Foam
3D DF Cities #
3D DF Constructs #
Random 3D noise
Multi Perlin random
Turbulence 3D
MultiFractal displace
Random Fractal Space
Silex Fractal displace
Cliff Chaos displace
Ridged Fractal displace
Balanced Ridged displace
Rocky Fractal displace
Min(x z), Min(y z)
Max(x y z), Min(x y z)
Edge Logic #
Indexed Logic tools #
3D Fractal sets #
3D DF Polyhedrons #
3D DF Buildings #
32 Compiled tree


Introduction

Many of these components are 2D space transforms that use a third input (called 'z') to control the transformation amount. Some 32 Components, such as Spherical Projection, transform 3D to 2D space. There are a number of specialized components useful for ArtMatic Voyager creations such for creating DFRM objects (3D objects rendered by ArtMatic Voyager) and window reflections.

Most of the 32 components are 3D vector functions that warp or distort space. By convention, we refer to the third input to these components as z, but you should keep in mind that for many of these components the "z" input is not interpreted as a spatial coordinate. The z input often acts as a control input that influences the transformation though in some cases it may act as a third spatial coordinate for components that transform 3D space into 2D space.
Most of the components that start with "Z", use the z input to control the amount of the effect (such as rotation amount or distortion amount). Many of the noise functions use the z input to control the phase or the noise pattern. When using such components, the z input can be used to animate the noise by time by connecting it to the global Z or W inputs.

An essential in-depth discussion of ArtMatic structures Trees and components is found in ArtMatic Designer References and in Building trees.


32 z Scale & Offset

parameters :
A : Displace x (-32. : 32.)
B : Displace y (-32. : 32.)
C : z Scale (0.06 : 4.)

discussion :
This component distorts the x and y inputs by scaling and offsetting the incoming values before passing them through to the left and right outputs respectively. The z input controls the amount of scaling. The A and B parameters control the x and y displacement and the C parameter scales the influence of the z input.

z Scale & Offset is often used with iterative trees where the iteration value is passed to the z input to scale the space by a different amount for each iteration. It can also be used whenever you need scaling controlled by another component. Note that non-constant z values will distort the space rather than just scaling it.




32 z Displace

parameters :
A : Displace x (-4. : 4.)
B : Displace y (-4. : 4.)
C : Amplitude (-2. : 2.)

discussion :
This component uses the z input to displace the x and y inputs independently according to the displace X and displace Y parameters. It differs from z Scale and Offset in that the value of z is added to x and y values rather than multiplying them. It has a skew effect on a simple plane.

Tip: you may use z Displace whenever you need the displacement amount to be controlled by another component or by an iteration value.




32 z Multiply x*z, y*z

parameters :
A : Amount (0. : 1.)

discussion :
Scale the x and y inputs using the third (z) input to control the scaling. This is also a basic mathematical building block for creating systems from your own mathematical formulas.

Tip: When used at the top of the system, this component can be used to create time-controlled (rather than parameter-controlled) zooms. Because larger values of x, y and z make objects farther away, an increasing value of z makes objects appear smaller. To use this component to zoom in, insert a 1D A/x filter before the third input as shown in the example file "z Multiply Zoom". Left output = x * z Right output = y * z




32 z Weighted Multiply

parameters :
A : z Scale x (-4. : 4.)
B : z Scale y (-4. : 4.)
C : Amplitude (-2. : 2.)

discussion :
This component multiplies the x and y inputs by the z input which can create complex interactions of the inputs. The amplitude determines the z input's influence. There is no influence when it is 0. The A and B parameters are offsets added to z before multiplying the x and y inputs. As with z Multiply, this component can be used to scale the x and y inputs under the control of another component.

Left output: (C * (z + A) * x) Right output: (C * (z + B) * y)

The name of this component was changed in version 2.5. In earlier versions, it was called z Multiply. The new z Multiply provides parameter-less multiplication.




32 z Divide x/z, y/z

parameters :
A : Amount (0. : 1.)

discussion :
This component is a useful math primitive and space distortion function. If a constant value is fed to the z input, the result is simple scaling of the space received by the x and y components. But if you send anything more interesting, you get very interesting disturbances of space. Explore sending the output of various 11 and 21 components to this component and watch what happens. The formula for the x output is x-input/z input. The formula for the y-output is y-input/z input.




32 z Rotate

parameters :
A : Rotation (-180. : 180.)
B : Offset x (-32. : 32.)
C : Offset y (-32. : 32.)

discussion :
z Rotate uses the third input to control the rotation of the space defined by the x and y inputs. When the z input has a center value of 0, nice twirl effects can be created when animating the system.

Tip: you may use z Rotate whenever you need the rotation amount to be controlled by another component or by an iteration value. Parameter options allow the rotation to be set in degrees.




32 z Rotate & Scale

parameters :
A : Rotation (-180. : 180.)
B : Scale amount (-1. : 1.)
C : Offset x (-32. : 32.)
D : Offset y (-32. : 32.)

discussion :
The z input determines the rotation and scaling of the input space. There are two algorithms: Default and Exponential Scale. By connecting z to master input time w you can achieve automatic rotation and zooming.
Parameters A (Rotation) or B (Scale Amount) determine the influence that the z input has. 'Offset x' and 'Offset y' are added to the resulting co-ordinates. This component is frequently used in iterated systems (so that the iteration number can influence both rotation and scaling) or with 24 XYza functions. Parameter options allow the rotation to be set in degrees. Examples : Libraries/Animated Graphics/Polarlog TimeZoom
Libraries/Minimalism/IG squares Diff C


32 Illumination

parameters :
A : Light x (-1. : 1.)
B : Light y (-1. : 1.)
C : Light z (-1. : 1.)
D : Specularity (1. : 64.)

discussion :
"Illumination" needs to be connected to a normal vector provided by 13 or 33 derivative components. Its parameters specify a light direction. It will returns in x the dot product of incoming Normal vector with the light in x for diffuse illumination and the dot product of reflected light with the view vector for the specular reflection in y. Practically you will use y for reflections hilits and x for main diffuse illumination. The 'Specularity' parameter adjuts the "metallicity" of the shading and apply a power function to the specular hilit.
This Component was introduced in ArtMatic engine 8.07 and simplifies greatly shading of surfaces within ArtMatic. The specular channel can also be obtained separatly using the
31 Dot, Plane & Line component with the "Dot product R.V" algorithm.

Example files : Libraries/Components 8.07/Perlin I Shaded, Libraries/Components 8.07/Smooth Voronoi IShaded

algorithms :


32 z Sin distort

parameters :
A : Frequency (-1. : 1.)
B : Phase (-1. : 1.)
C : Amplitude (0. : 0.50)

discussion :
This component is the same as
32 z Scale and Offset with the addition of a sin filter applied to the third input. This is a nice component for creating periodic space modulations (when the x and y inputs are received from the plane or from another vector component).




32 z Sin warp (amp)

parameters :
A : Amplitude x warp (-6.28 : 6.28)
B : Amplitude y warp (-6.28 : 6.28)
C : Frequency (-12.57 : 12.57)

discussion :
This component performs the a similar distortion function as the
22 Sin warp but uses the z input to determine the amount of warping.




32 z Waves

parameters :
A : Amplitude (-2. : 2.)
B : Phase (-32. : 32.)

discussion :
Z Waves is similar to 2D
22 Sin warp but with the z input modulating the displacement amount. This component can create ripple-like undulations, especially when the phase is animated. If you follow this component with the Movie or pict component, you can get interesting water-like distortion.




32 z Twirl

parameters :
A : Amount x (0. : 1.)
B : Offset xy (-16. : 16.)
C : Offset yz (-16. : 16.)

discussion :
32 implementation of 22
22 Twirl. The z input controls the Twirl amount .




32 z Random waves

parameters :
A : Frequency (-2. : 2.)
B : Amplitude (0. : 1.)
C : Phase (-16. : 16.)

discussion :
A space distortion function that creates liquid-like wave distortions under control of the z input. The z input modulates the amplitude of the waves. The Frequency parameter controls not only the spacing of the waves but also where they start. By adjusting the frequency, you can create effects (as shown in the example file) where only a portion of the incoming space is distorted by waves.




32 z Ripples

parameters :
A : Frequency (0. : 4.)
B : Amplitude (0. : 1.)
C : Phase (-16. : 16.)

discussion :
A version of the 2D Ripples component that allows the ripples to be controlled by the z input. The Frequency parameter controls not only the spacing of the waves but also where they start.




32 z wipe

parameters :
A : Threshold (-6. : 6.)
B : Distortion (-1. : 1.)
C : Frequency (0.06 : 4.)

discussion :
Create a wipe or mask effect controlled by the z input.The z input will come from a surface/texture generator that provides the wipe's contour. Where the z input is above value set by the threshold (parameter A), z Wipe generates infinity (which is transparent to the RGB mixing functions). Where z is below the threshold, the inputs are passed through and possibly distorted.

"Distortion" controls how much the z value will affect the scaling of the x and y inputs before passing them through. 'Frequency' will scale the output distorted space.

Example: Z Wipe controlled by a Perlin Noise.




32 Gated Distance

parameters :
A : Threshold (-2. : 32.)
B : Amplitude x (0.25 : 4.)
C : Amplitude y (0.25 : 4.)

discussion :
Gated Distance is a routing component that sends its output out either the left or right outlet depending on the 2D distance of the incoming point from the origin (0, 0). Use this component to provide different shading for different regions of an image. The x and y inputs are treated as spatial coordinates. Parameter A provides the threshold which is used for determining the routing. Amplitude x and Amplitude y are multipliers applied to the left and right outlets respectively.

In the discussion below, D refers to the distance of the point x,y from the origin. The algorithm is such that when D is above the threshold (parameter A), the incoming z value is sent to the right outlet (0 is sent to the left).

When D is below the threshold, D is sent out the left outlet. When D < Threshold left outlet = B * D right outlet =0 else (when D &Mac179; Threshold) left outlet = 0 right outlet = C * z

Example: Z Image created by the Gated Distance example file.




32 City Light & Reflection #

parameters :
Algorithm slider : (0 : 23)
B : Amount (0. : 2.)
C : Frequency (0. : 64.)

discussion :
This component provides window lights and reflections when designing city landscapes based on terrains for ArtMatic Voyager and is a companion to
34 3D Tech Noise # (Tech Noise provides the color texture for the buildings and 32 City Light & Reflection # provides the information about the reflections and light coming from the building windows as long as the same pattern is used for both components). The outputs are intended to mapped as extra outputs in ArtMatic Voyager. The x output value is intended to be mapped to ambient light, and the y output value should be mapped to reflections or wetness in ArtMatic Voyager.

Input values. This component is intended to be used to create a color texture for ArtMatic Voyager and so it uses Voyager-based inputs. The inputs are from left to right: latitude, elevation, longitude. (I.e. the left and right inputs are the ground co-ordinates and the middle input is the Voyager elevation).

Parameter A selects the pattern/city map to be used. The City Patchwork and Building series map to the patterns of the same name of the 34 3D Tech Noise component.

algorithms :


32 Perspective Sym

parameters :
A : Amplitude (-2. : 2.)

discussion :
This component creates a mirrored perspective transform when z input is connected to y. Two opposed planes will converge towards a horizon at y=0. The z input provides the depth of perspective transform. The 'Amplitude' parameter controls the amount of perspective. At zero the XY plane is untransformed.




32 Perspective Clipped

parameters :
A : Amplitude (-2. : 2.)

discussion :
This component is similar to Perspective Sym except that it doesn't mirror space about the horizon. When points reach a maximum value, they are clipped to the same distance. With this effect, it is often advisable to use depth cueing to reduce noise which is likely to appear in the far distance.

Example: Z Image created by the Gated Distance example file.




32 Parallel projection

parameters :
A : Angle xy (oZ) (-180. : 180.)
B : Angle xz (oY) (-180. : 180.)
C : Scale Y (0. : 2.)

discussion :
Parallel Projection implements a 3D to 2D parallel projection. The 2D image will be swept in 3D space along the direction given by the Angles parameters. Practically it is used to map a 2D texture on a 3D object.




32 Spherical projections #

parameters :
A : Scale (0. : 32.)
B : Scale Y (0.12 : 3.14)
C : Offset (-16. : 16.)
D : Rotations if available

discussion :
The Spherical projections component provides several algorithms to map a 2D texture on a 3D object with non linear or complex projections. Algorithms 0 and 1 are useful for mapping a 2-D image onto the surface of a sphere since they take into account the curvature of the sphere in all directions. Algorithms 2 and 3 are useful for mapping a 2-D image onto a cylinder or cylinder-like object which is curved in only one direction.
Parameter options allow you to select the orientation which is set along the y axis by default.

algorithms :


32 Revolution & Sweeps #

parameters :
A : Radius (0. : 64.)

discussion :
This component is primarily used for constructing 3D DFRM objects for ArtMatic Voyager. It provides a number of algorithms for sweeping a 2D shape along a path (set with the algorithms popup). For example, if you rotate a vertically-oriented circle in a xz circular path, the result is a torus (a donut shape). Connect the inputs to 3D space and the outputs to a 2D surface (a 21 tile that provides the shape to be swept). Frequently, a 2D shape from 21 Profiles Shapes is used. The algorithms provide different paths along which the profile is swept.

Revolution & Sweeps returns the profile given by the algorithm in first output (x) and passes along y in the second output. In a way Revolution & sweep does the equivalent of 21 Profiles Shapes but sends the third coordinate for convenience so that it can be connected directly to a 21 Profiles Shapes tile.

In general, if the profile shape is symmetrical and bounded, the resulting volume will be open inside. If the profile is infinite in the x-minus direction, the volume will be filed. The paths are on the xz (horizontal) plane unless specified otherwise.



Example: Circle and Basic Polygonal Paths

Circle Revolution

Triangle Revolution

Square Revolution

Pentagonal Revolution

Hexagonal Revolution

Octal Revolution

Dodecagonal Revolution




Example: Miscellaneous Paths 1

Arc 4

Star 4

Waves N Revolution

Power Sines N Revolution

Rectangle

U-Rectangle

Rectangle & 4 Disks

Rectangle & 4 Disks




Example: Miscellaneous Paths 2

Cross

Cross+Disk

Lines Orthogonal

Lines Radial Arc

Lines Radial Disk

Dented Ring
<
Dented Rect (R-Points)

Dented Rect (C-Points)

Dented Rect (Lines)




Example: Arc Paths

Power Arc xz

Cubic Arc xz

Power Arc xy

Cubic Arc xy


algorithms :


32 Spherical disk Tile

parameters :
A : Amplitude (0. : 4.)
B : Angle xz (-6.28 : 6.28)
C : Angle yz (-6.28 : 6.28)

discussion :
This component tiles the sphere with a set of disks having each their own coordinate system that is sent in XY outputs. Used on a sphere and sent to the U&I logo will produce the image below.




32 Complex inversion

parameters :
A : Scale (-2. : 2.)
B : Amplitude (-2. : 2.)

discussion :
This component is the same as the 2D version but uses 3D distance (the square root of x-squared plus y-squared plus z-squared). The z input has a skew-like effect.




32 Multi bubbles

parameters :
A : Amplitude (-2. : 2.)
B : Phase (-8. : 8.)
C : Z Scale (-2. : 2.)

discussion :
This component distorts space with a bump texture, and the z input provides the scale of the bumps or bubbles. This is great for stucco-like textures.




32 Multi inverse

parameters :
A : Amplitude (0. : 1.)
B : Frequency (0.06 : 1.)
C : Phase (-8. : 8.)

discussion :
This is a complex component that creates islands of complex inversions, each one of which is a complete universe.




32 Strange web

parameters :
A : Real (-2. : 2.)
B : Imaginary (-2. : 2.)
C : z Distort (-2. : 2.)

discussion :
This component distorts space with a complex number equation that has three attractors.. The z- input along with the z displace parameter determine the strength of the distortion.




32 z Facet space

parameters :
A : Amplitude (0.12 : 2.)
B : Delta size (0. : 6.)
C : Frequency (0. : 8.)

discussion :
A z-controlled version of the 22 Facet Space function. The z input controls the frequency of the tiling. Each tile has its own coordinate system centered at the parent space's origin (0,0). The Amplitude parameter controls the size of the tiles. The Delta Size is a scaling/zoom factor for the space enclosed in each tile, and Frequency controls the spacing of the tiles. This component is useful both as a space distortion function and as a texture generator. As a space distortion function, it acts like a 2D vector function whose frequency is controlled by the third input. Like the 2D Orbiters component, this one creates copies of the incoming space. It acts as a space distortion component, when it is fed by a 2D space and a 1D component. When this component precedes objects (especially finite-sized objects like spheres and cubes), the result is a multitude of randomly spaced objects. When the component is used after objects, it provides cell-like textures.

Example file: Libraries/Component demo/3D Falling LogoBalls. Notice that there are three layers of balls with is only one real sphere in each. The multitude of balls is created by the facet space which precedes the Sphere tile.




32 z Multi Perlin random

parameters :
A : Amplitude (0. : 2.)
B : Octaves (1. : 128.)
C : Frequency (0. : 16.)

discussion :
This component implements 22 Multi Perlin Random noise with the addition of z input control of the distortion amount.




32 z MultiFractal displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This component implements a 2D
22 MultiFractal displace with the addition of z input control of the phase of the function.




32 3D fractal Bubbles

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This component remaps the incoming space into layers of bubbles randomly drawn from the parent space. The z input influences the phase of the pattern. Connect the z input to global Z or W for automated animation. Roughness influences the number of layers of bubbles. The size of the bubbles in each layer is different.




32 Ocean & Foam

parameters :
A : Wave amp (0. : 8.)
B : Wavelet amp (0. : 2.)
C : Frequency (0. : 8.)

discussion :
This component was designed to facilitate designing custom seas for ArtMatic Voyager and behaves like a dual 31 component. Connect the z input to time (Global Input W in ArtMatic Voyager mode) realistic wave motion. The x-output provides the main ocean surface and the y output provides foam. This component plays a key role in ArtMatic Voyager's underwater shaders and to create alternate seas like the "Bad Sea" example below.




32 3D DF Cities #

parameters :
A : Mutation % (0. : 1.)
B : Scale (0.50 : 4.)
C : Sparseness % (0. : 1.)
D : Smoothness % (0. : 1.)

discussion :
3D DF Cities provides several infinite procedural Volumetric Cities to explore. The various City Algorithms changes the content of the underlying map and city structure. All cities except "Utopia" mutates building taken from the
32 3D DF Buildings # families sets (A,B,C) according to which sets are specified in the city algorithm if not 'All'.
As with 3D DF buildings, 3D DF Cities outputs 2 distances fields (DF), one for structure and the other for windows. For untextured city you can just add a color to each output and mix both using logic union (max).

Buildings are chosen at random and are mutated with the 'Mutation' parameter. The exact building choice depend on the building cell position AND the mutation parameter. Mutation also affects the canal and pools shapes. Keep the 'Mutation' locked if you want to animate or explore a stable city.
The 'Scale' sets the city scale and is usually kept at 1 or 2.
'Sparseness' controls the global building density as an inversed density slider. In "Perlin City" the sparseness also affects the underlying City map.
Even in maximum density there are some empty spots (unbuilt areas) where you can add your own buildings. If you are interested only in a road system infrastructure you can set the sparseness to maximum.
When a 'single family' algorithm is used the "Sparseness" is set to average and the parameter sets the "Family Id".

To texture-shade cities you may use the built-in corresponding textures provided by the 34 DF City Textures # component or texture yourself the output branches with custom Compiled Trees, or even mix both technics to add dirt in the city for example.
You may also add non-building constructions or special roads/transports systems in your cities using the 3D DF Constructs # component that can share the same floor/road maps as a DF cities like in the example below :


Utopia City with hyperloop nexus (file : Voyager Examples/Cities & Constructs/Utopia city/Utopia+construct explorer)

algorithms :


DF Cities can be rendered with various ground level options:

32 3D DF Constructs #

parameters :
A : Density/Period % (0. : 1.)
B : Scale (0.06 : 16.)
C : Elevation % (0. : 1.)
D : Mutation % (0. : 1.)

discussion :
Constructs provides various DF props, artificial and urban structures that can be added to DF Volumetric cities or fantasy landscapes. Constructs works with an uv coordinates map that is provided by the algorithm choice listed below. The Algorithm lets you chose a particular floor/road map that matches (or not) a particular
DF City.
When adding constructs to a city it is advised to use the same map at the same size & density/sparseness to have the structs match the city features correctly but you may also use a single line or cross uv map to put the structure at a single location. Typically the construct will follow the road map defined by the city roadmap or its avenues, or some basic path like Cross or Single line.
'Mutation' parameter mostly follow the underlying city roadmap mutations and has to match the DF city 'Mutation' parameter for an exact roadmap match. It may also modify the shapes of the construct model.

Examples of constructs can be found in Voyager Examples/Cities & Constructs/DF Constructs.

Note: Even if this component was meant to easily add custom features to the procedural DF cities, it can be used in completely different context to quickly create highly complex 3D volumes that follow a pre-defined infinite network when using the "Map uv coordinates" option.

algorithms :


options :
Various constructs DF shapes are chosen using the option menu:



32 Random 3D noise

parameters :
A : Amplitude (-2. : 2.)
B : Frequency (-2. : 2.)
C : Phase (-32. : 32.)

discussion :
"Random 3D noise" displaces x & y using two 3D random noises. It is a 3D version of the
22 Random noise displacement component. The 'Amplitude' parameter controls how much the input coordinates are displaced.




32 Multi Perlin random

parameters :
A : Amplitude (0. : 4.)
B : Octaves (1. : 128.)
C : Frequency (0. : 32.)
D : Roughness (0.12 : 0.75)

discussion :
This is a 3D implementation of Multi Perlin Random 2D displacement. It can be auto-animated by time when z is connected to global time input (w). For more information see the
22 Multi Perlin displace component. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.



32 Turbulence 3D

parameters :
A : Amplitude (0. : 4.)
B : Phase (-32. : 32.)
C : Frequency (0. : 16.)
D : Roughness (0.25 : 0.65)

discussion :
Turbulence 3D is a 3D fractal 2D displacement function. The Amplitude parameter controls how much the input coordinates are displaced. Turbulence 3D is great for clouds, smoke, or to distort any 2D graphic function to give it a natural turbulent aspect. To distort a 3D graphic function, use the 33 version. This component uses adaptive resolution with band-limited output as well as the preference Max. Iterations for Fractals. It provides a simple way to animate the displacement over time when z is connected to 'time' global input. 'Frequency' has the standard
frequency options and controls the scale of the noise. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.



32 MultiFractal displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)

discussion :
This component is a 3D MultiFractal 2D displacement noise similar with
22 MultiFractal displace. It can be useful when for example the displacement shall be different for each iterations in recursive systems. In that case connect the iteration number to z. Also it provides a simple way to animate the function over time when z is connected to 'time' global input. 'Frequency' has the standard frequency options and controls the scale of the noise. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.



32 Random Fractal Space

parameters :
A : Amplitude (0. : 4.)
B : Phase (-32. : 32.)
C : Frequency (0. : 8.)

discussion :
Random Fractal Space can be seen as two uncorrelated 3D fractal scalar functions. It is similar to 2D
22 Random Fractal Space except that the fractal texture varies in three dimensions where z can be connected to time. The output is truly random (rather than a distortion/displacement of the input values).

Generally, this component is used to "fractalize" an incoming 3D space (often coming from 3D objects) before applying a 2D texture or shader. This component uses adaptive resolution with band-limited output as well as the Max. Iterations for Fractals preference. 'Frequency' has the standard frequency options and controls the scale of the noise while 'Amplitude' scales the resulting space coordinates.



32 Silex Fractal displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
This component creates spatial distortions typical of silex (silicate) geological formations. The z input can be connected to time to animate the noise. This component can be useful in creating surfaces for ArtMatic Voyager. 'Frequency' has the standard
frequency options. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.



32 Cliff Chaos displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Cliff Chaos Displace can add detail and complexity on any terrains designed for ArtMatic Voyager. It features sharp slopes and is quite chaotic. The underlying 3D fractal noises are added to input coordinates xy and scaled by 'Amplitude'. 'Frequency' has the standard
frequency options. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.



32 Ridged Fractal displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 32.)

discussion :
Ridged Fractal Displace displaces the space with a 2D vector valued 3D
Ridged fractal noise. Note the "ridges" are oriented and the noise is not rotation invariant.
'Amplitude' controls amount of displacement while 'Frequency' has the standard frequency options. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.



32 Balanced Ridged displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Balanced Ridged Displace displaces the space with a 2D vector valued balanced 3D ridged fractal noise. While the original Ridged fractal noise is a positive only function, the ridges here append both in negative and positive directions.
'Amplitude' controls amount of displacement while 'Frequency' has the standard
frequency options. In Voyager DF mode the amplitude is scaled by 1./8. to avoid DF field divergence.

A DF sphere and ground displaced in x & y by "Balanced Ridged Displace".



32 Rocky Fractal displace

parameters :
A : Amplitude (0. : 2.)
B : Roughness (0. : 1.)
C : Frequency (0. : 16.)

discussion :
Rocky Fractal Displace distorts the space with a 2D vector valued 3D chaotic multi-fractal noise fine-tuned to evoke a rocky terrain.
'Amplitude' controls amount of displacement while 'Frequency' has the standard
frequency options.

A DF sphere and ground displaced in x & y by "Rocky Fractal Displace".




32 Min(x z), Min(y z)

parameters :
A : Smoothness % (0. : 32.)

discussion :
A procedural component useful as a primitive for building your own systems and implementing your own algorithms. This component simply sets the left and right outputs to the minimum of (x and z) and (y and z) respectively.



32 Max(x y z), Min(x y z)

parameters :
A : Smoothness % (0. : 32.)

discussion :
This component uses the maximum of the three inputs for output 1 and uses the minimum of the three for output 2. Great for creating weird spatial distortions. Results vary greatly depending on the inputs. The result is often a complex mixing of the inputs.



32 Edge Logic #

parameters :
A : Offset z (-10. : 10.)
B : Edge height (0. : 10.)
C : Edge width (0. : 10.)
D : Smoothness % (0. : 10.)

discussion :
max(x,z), max(y,z) has become the following list of logic function. Since a number of DF components uses Two outputs (edges & volume) or structure volume + window volume, a logic tool handling both outputs when adding a volume proved practical. 32 Edge Logic# tools is similar to 22 Edge Logic# but takes an existing edge in x. The third input sets the volume to be added on the 2 channels, mixing the new edge with the X input, and the volumes (y & z) to the second output. Thus when cascading boolean operation on 2 channels volumes you will want to use 32 Edge logic to handle them at once.

Note: The Algorithm pop up provides dynamic icons.

Example: Edge logic plane subtract



Example: Edge logic echoes subtract



algorithms :


32 Indexed Logic tools #

parameters :
A : Thickness/Offset % (0. : 4.)

discussion :
The index returned by "32 Indexed Logic utils" can be useful to shade various regions of the surface differently using a gradient object or a "Packed Index Mixer object where the index value selects which shader is applied.

algorithms :


32 3D Fractal sets #

parameters :
A : Radiolaria (0. : 2.)
B : Phase (-4. : 4.)
C : Power (2. : 16.)

discussion :
3D Fractal sets provides several 3D fractal algorithms that can be rendered with ArtMatic Voyager to create amazing 3D images. The left-hand output is the distance field estimate to the fractal surface (the DF object field, see
Building 3D Objects : DFRM guide.). The second output is intended for color mapping or ambient occlusion. When rendering in ArtMatic Voyager, use the Fractal Opaque object shader since it understands the particular needs of fractal objects (such as how to deal with the infinitely high frequencies that can occur). It is recommended that you use Ambient Occlusion (a setting in the ArtMatic Voyager objects inspector) when rendering fractal objects.

The fractal iterations are determined by the Maximum Iterations for Fractals preferences setting. Some of these algorithms converge quickly at high iteration levels. 5 to 8 is generally sufficient for high levels of detail.

Examples can be found in /Voyager Examples/DF Fractales folder. Parameter options :

algorithms :
Truncated octahedron

32 3D DF Polyhedrons #

parameters :
A : Radius (0. : 100.)
B : Frame width % (0. : 1.)
C : Mutations/Grids (0. : 1.)
D : Height (algorithm dependant)

discussion :
Outputs in DF1 the structure edges and in DF2 the volume with all faces. Various polyhedrons are implemented and can be used in architecture and modeling design work for rendering in ArtMatic Voyager. With the "Mutation/Grids" parameters various edges sub tiling variations are available for each primitive. The 'Frame width' parameter controls the radius of the added edges.
Examples can be found in /Voyager Examples/Components/DF Polyhedrons.

algorithms :


32 3D DF Buildings #

parameters :
A : Mutation % (0. : 1.)
B : Scale (0.06 : 16.)
C : Height % (0. : 1.)
D : Smoothness % (0. : 1.)

discussion :
3D DF buildings Provides individual building from the Grid City to Perlin Cities. Volumetric Cities are made of a collection of families of buildings that can be mutated with the mutation parameter. It outputs 2 DE field to allow separate shading for different elements, typically here, window and structures. The buildings listed here are being used by all the Cities except "Utopia" which has its own set. Buildings can be textured with their default texture with 34 DF City Textures # using "Grid City single family" mode or with 33 3D DFi patterns or a custom built texture.
Examples can be found in /Voyager Examples/Cities & Constructs/Building Family and /Voyager Examples/Cities & Constructs/Building Solo

algorithms :


32 Compiled Tree :

parameters :
A : Scale 0:1
B : Iterations

discussion :
Compiled Trees are groups of tiles that can be used in place of single tiles as a kind of macro or subroutine.
A 32 CT can hold any tree with 3 inputs and 2 outputs.

usage :
Select a 32 tile and use "New compiled tree" to create a new CT from the selection (Tree Edit menu or type 'n' key).
To save a CT on disk to use the function elsewhere use "Save compiled tree" from the Tree Edit menu.
You may also copy and paste the entire CT by using Copy Tile and Paste Tile from the Edit menu.