Made with Mandelbulb3D 1.8.9
DE Combinate (_Translate + MixPinski4 + _Rotate) + (MengerHyper + ABoxModKali + _Rotate). Each of the 6 slots has got a real meaning in the build of this image, and I used quite a lot of nice features of Mandelbulb3D, so I thought a mini tutorial would be useful to Mandelbulb3D fans.
DE Combinate mode 4: to combine 2 objects made of 3 formulas each.
DE Comb: Min lin (Ds=0.0002) : to smooth the junction between the 2 objects
1st object: the floor
Fo1 _Translate: to move the Mixpinski along the X axis and form the floor of the temple
Fo2 MixPinski4: the floor
Fo3 _Rotate: to create the texture of the floor
2nd object: the walls
Fo4 MengerHyper: to shape the whole structure
Fo5 ABoxModKali: the "temple style" pattern
Fo6 _Rotate: to tweak the temple pattern
L1 Positional: to make the light source behind the pillar (position gets animated)
Fog: iteration fog (no VL)
To control reflections in M3D it is essential to understand the meaning of the color sliders in the object color adjustment window. On each slider, the middle color controls not only the amount of spec light which is adjusted with the Spec slider, but also the color of reflections. In order to make only the floor reflective, and not the walls, adjust the colors sliders and the Color Start and Color End sliders so that the floor gets colored in very dark, and the walls as you wish. Then choose a very bright color for the middle color of the sliders corresponding to the dark floor (to make it shine) and a very dark color for the rest of the sliders (so that you don't have unwanted bright and noisy reflects on the walls).
Some tweaking of Ambient shadow settings to find the desired effect
Hard shadows on light 1, with softer mode enabled, radius=0,5 to blur the edges of the shadow
Using the animation editor, I create 8 keyframes, one every 45°. You'll notice that the rotation arrows in the main window or in the navigator do not produce the desired effect: they also rotate the line of horizon, and we want to keep it flat. Here come the Euler angles! They can be edited in the Rotation section of the main window (just below the Position section). They're quite self-explanatory if you play with them. Don't forget to click the "Apply to image" button!
Once I have the 8 key frames, I edit each keyframe individually a go back a fixed number of steps (using the "Fixed zoom and steps" checkbox in the navigator. That creates an octogonal camera path which becomes almost circular once the quadratic bezier subframe interpolation mode is selected. I make sure to check the "Loop animation" box to make it loop smoothly.
At first I used only a distant DoF (Z1 sharp=0; Z2 sharp=40). But when I noticed some bits of objects were actually passing near the camera, I added a foreground DoF (Z1sharp=4) on the 2 corresponding keyframes.
Then I render the 160 frames in 900x600 with 2x2 antialias, convert them to 256 colors with Irfanview batch mode (using Floyd-Steinberg dithering), use Virtualdub to add a slight temporal smoother effect, the logo, and export as animated gif with infinite loops.
Temple Variants: Check out my 3D printed fractal sculptures!
Thanks for the favs!