Had an idear. I have no software to triangulate a surface from a given point grid, but it might come out interesting if someone does.
I've modified the code shown below to also provide a Z variation of the points based upon iteration, similar to how it gets the color. Forgive me if I did not place the added bits in the most elegant or proper position for the intent I tried to accomplish... I'm very amateur.
[code]
(defun c:jfract (/ iLim xMin xMax yMin yMax xInc yInc x y [color=red]z zFac [/color]a b i)
(vl-load-com)
(setvar "PDMODE" 0) (setvar "PDSIZE" 0)
(setq iLim 255 ;; Iteration Limit
xMin -0.3 xMax 0.7 ;; Image Size
yMin -0.2 yMax 0.3
xInc 0.005 yInc 0.005 ;; Resolution
Re[c] -0.8 ;; Real Coefficient of Julia Constant
Im[c] 0.156 ;; Imaginary Coefficient of Julia Constant
[color=red] zFac 0.05 ;; Elevation range modifier[/color]
)
(setq x (- xMin xInc))
(while (<= (setq x (+ x xInc)) xMax)
(setq y (- yMin yInc))
(while (<= (setq y (+ y yInc)) yMax)
(setq i 0 a x b y) ;; Julia
(while (and (< (norm a b) 4.)
(<= (setq i (1+ i)) iLim))
[color=red] (setq z (* (* i (/ (+ xInc yInc) 2)) zFac))[/color]
(setq new (z^2 a b) a (+ (car new) Re[c]) b (+ (cadr new) Im[c])))
(pnt (list x y [color=red]z[/color]) (rgb
(* i 1) ;;;;; red
(* i 1) ;;;;; green
(1+ (rem (expt 1.1 i) 255)))))) ;;;;; blue
(princ))
(defun pnt (pt col)
(entmakex
(list (cons 0 "POINT") (cons 10 pt) (cons 420 col))))
(defun norm (x y)
(+ (* x x) (* y y)))
(defun z^2 (x y)
(list (- (* x x) (* y y)) (* 2 x y)))
(defun rgb (r g b)
(+ (* 65536 r) (* 256 g) b))
[color=red] (setq z (* (* i (/ (+ xInc yInc) 2)) zFac))[/color]
To explain what I was doing here...
I basically wanted the iterative number to also cause a variation in the Z axis, similar to how the iterative number causes a variation in the color value. I also wanted the Z variation to kind of logically match the size/scale/density of the image you're trying to produce, so I incorporated the average of the xInc and yInc values multiplied by the iterative number. I'm testing how this works on a variety of xInc/yInc values to see if it works as I intended. Given that the Z value was going to be 0-255 (I think, since it's based on i) I knew that the Z variation would need to be scaled down for a more logical 'terrain' showing... thus I multiple the whole thing by the new variable "zFac" which is set to 0.05 in the above code.
I don't have any software that includes a "DRAPE" tool, or any surface triangulation tools, and even if I did, considering that some of our fractals have upward toward 1,000,000 points, I am not so sure it would be possible to do so... but it still makes for some fun imagery.
[/code]