Transform

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A class which takes an arbitrary point and transforms it into some other point. Compare this to a Transfer. It is the object version of a Transformation.

list of some Transforms with articles in this wiki


also see:

   Applying Transform to Trap
   Best Location for Transforms
   Example UPRs
   Transform Merge
   Trap Position
   Trap Tiling
   TrapTransform
   UF5 Tutorials #3

A method for mapping pixel positions to new locations. If a transform is applied using the mapping tab in Ultrafractal, the transform is applied to the entire view screen/fractal;. In Orbit Traps Direct UF5 there is a PlugIn called Trap Position, which is actually a transform. What is different about applying a transform as a PlugIn in Orbit Traps Direct UF5 rather than on the mapping tab is that the transform will go through the same number of iterations as the z value passed from the fractal formula. Depending upon how the transform is written, this can produce dramatically different results from using the mapping tab.



Helen,

"If, for example, I take a base layer of point orbit traps using the basic trap position and opt (in UF5) to treat it to a (mapping tab) transform of, say, ripples (in the Standard folder)... why can't I reproduce the effect in UF5 (or UF4) even if I copy all pertinent information to the mapping tab? It simply doesn't translate."

That's because the concepts are similar, but not identical. With the mapping tab, you are transforming only once, before any fractal or coloring calculation is being done at all. When you apply the Transformations to the trap shape, you are doing it at each Iteration, right before the Trap Shape is being tested. So the mapping tab transformations don't scale and re-apply for each distorted trap shape, but transforms applied to trap shapes do.

"Also Ron, in your UF5 Tutorial 3 you state: "Those of you who have used the mapping tab in older versions of UltraFractal are aware that multiple transforms can be applied to the image, and that the order of the transforms is important." I absolutely agree. But in UF4 one only had to drag transforms up or down in the mapping tab list to see the differences. Is there such a simple way to reproduce that in UF5?"


Not at the moment. This is a limitation of UF5's programming model at the moment. It's the same problem we had in UF4 for things like polygon corners (no easy way to move them or insert new ones in the middle).

You can still use the mapping tab transforms for all the same things you did before. Even the new object versions can be used on the mapping tab, by using the Generic transform. It's just that now you also get to use them in new places, where they can produce different effects.

One thing to remember is that you can copy and paste entire object blocks, so if you want to reorder your transforms, copy and paste your first transform into a free slot, copy your second transform into the first slot, copy the free slot into the second slot, and then reset the free slot to Null Transform. This kind of object shuffling is not ideal but it's better than trying to remember all your settings. :-)

Damien Jones

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