A Pixel formula passes the unmodified (or slightly modified) pixel to the coloring algorithm. They are used with coloring algorithms that generate textures or designs, or that compute different kinds of fractals (like orbital or flame fractals). They can also be used for testing many (but not all) coloring algorithms by passing them simple, non-fractal input, and for visualizing the traps for orbit trap algorithms.
Pixel formulas have three major distinguishing characteristics:
- Does it use the Inside or Outside coloring algorithm? Or can that be selected?
- Does it generate an orbit? This is required for orbit trap algorithms. Many do not, so will not work for visualizing traps.
- Does it nudge the pixel by adding a very small amount? Doing this will avoid sending x or y coordinates of exactly 0. Some algorithms will produce errors with 0 values (e.g., divide by 0), which show up as stray dots or lines in the resulting images. Nudging will avoid these (as will changing Center slightly in the Location tab).
Some formulas with Pixel in their names do more than this; indeed some are full fledges fractal formulas. They are ignored here; only true Pixel formulas are listed.
|A_pixel (rjs.ufm)||Selectable||Only if Inside||No||None|
|Pixel (dan.ufm)||Selectable||Only if Inside||No||The “iterations” parameter doesn’t work|
|Pixel (mt.ufm)||Selectable||Only if Inside||No||None|
|Pixel (2 iteration) (sam.ufm)||Selectable||Yes||Yes||Set Maximum Iterations to 1 for Inside or to 2 for Outside|
|Pixel (jp) (jp.ufm)||Selectable||Yes||No||Set Maximum Iterations to 1 for Inside or to 2 for Outside|
|Pixel (slight move) (sam.ufm)||Outside||No||Yes||None|
|Pixel–F (mjd.ufm)||Selectable||Yes||No||Set Maximum Iterations and Outside iterations to the same value. Orbit will have one less point than Outside iterations.
Allows making a circle, square, diamond, or cardiod shape Inside with the rest Outside or vice versa.
|Pixel Offset (reb.ufm)||Outside||No||Yes||Nudge value (offset) can be changed|