An important factor in fractal rendering is the coloring algorithm. The coloring algorithm takes as variable the number of iterations made. A color is assigned to every number of iterations. Usually numbers that are close to eachother will give values close to one another. However some algorithms 'jump' to other colors at certain points. The 'Blue Lagoon', 'Polar' and 'Polar log' algorithm are completely continues.
The following chapters describe the different coloring algorithms used in FracHunt.
You cannot define your own coloring algorithm however if you have that 'killer' coloring algorithm I am likely to integrate it in a later version of FracHunt.
This algorithm uses 2304 colors selected by hand. It is compiled mostly of continues blocks of 256 colors. The "Ln" is taken from the number of iterations and converted to the range 0-2304. The corresponding color is returned.
The same as the previous algorithm except that not the "ln" is taken but the number of iterations is used directly.
This coloring algorithm works as follows. Count the number of iterations and then use a 64 base numbering system. The first number is Red the second Green and the third Blue. Also shift the resulting bytes to the left so we have maximum brightness.
For example 63 iterations give 255 as Blue and no Red or Green.
64 Iterations will result in 1 as Green value and no Red or Blue.
This is the coloring algorithm I like most.
Picture a cube with as X, Y and Z axes the RGB colors Red, Green and Blue. Now use a sine and cosine to travel through the cube based on the number of iterations and with an offset of half the axe (128). For the Z axes just take the iterations divided by the maximum number of iterations. The sine however has a frequency of 13/7 times that of the cosine.
Same as the previous algorithm but now the sine and cosine have the same frequency.
Same as blue lagoon but now also the Z axe is a sine with different frequency.
Fantasy 2304
Red Shift
RGB
Blue Lagoon
Polar
Polar Log