`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]