Color

It is through color that a fractal conveys its emotions.

The shape is only half of it. The soul of a fractal is its color, which is why the color had to be immediate: drag a gradient stop, or turn a wave knob, and the image changes right before your eyes. Nothing is recalculated, nothing is queued, nothing asks you to wait and see.

Dozens of palettes, built by hand

Not procedural noise: ramps chosen one against another, from quiet paper-and-ink to full spectrum. Every one of them is a starting point you can take apart.

45 of them, in two kinds · cyclic and non-cyclic · RGB, HSV or perceptual LCH

An editor, not a preset picker

Drag the stops where you want them, add as many as you need, set the color inside the set separately from the color outside it. Save it and it joins the library — and a wave palette opens in an editor of its own, with knobs instead of stops.

2–32 stops · color scale 16–8192, or Auto and it follows the view up to 200,000 · your ramps get a tab of their own

Recoloring is instant

The escape data is kept, so a new palette is a remap, not a re-render. Measured at 1.09 megapixels across every shipped preset: six tenths of a millisecond to seventeen for the remap alone, up to forty with the finishes a preset asks for — against nine milliseconds to four and a half seconds to compute the field itself. And the remap reads the results it kept, not the zoom, so it costs the same a thousand zooms down.

Brightness · contrast · gamma · saturation — live, and they survive a change of palette

Fractaria's Palette editor: draggable stops along the ramp, and below them a transfer curve drawn over the histogram of where this view's pixels actually fall.
The palette gallery: the fractal you are working on redrawn in every palette, built-in ramps under one tab and your own under another.

The Palette editor and the Palettes gallery — the names they carry in the application. Every change is on screen before you let go — and under the transfer curve is the histogram of this view, so you can see the background taking half the ramp and take it back.

Two kinds of palette

Stops are one way to write a ramp. Waves are the other.

A palette with stops is a list of colors and the places they sit: you put them where you want them. A wave palette has no stops at all — three oscillators, one per channel, read all the way along the ramp. Same library, same gallery, same instant recoloring. A different instrument.

Stops — you place the colors

The one you already know, and still the one to reach for when you have a color in mind. Two stops or thirty-two, dragged along the ramp, interpolated the way you choose, with the inside of the set colored apart from the outside. Under it all, a transfer curve drawn over the histogram of the view you are looking at — so you can see the background eating half your ramp, and take it back.

2–32 stops · RGB, HSV or perceptual LCH · the curve over the view's histogram

Waves — you tune the interference

Three oscillators, slightly out of step with one another. They drift in and out of phase as the ramp goes by, so the bands beat instead of repeating — the same thing two guitar strings a fraction apart do when they turn into one wavering note. Five knobs run it: how tight the banding is, how far the three frequencies spread, which channel leads and how far the other two trail it. Nothing to place and nothing to run out of, and a quarter turn is a different palette rather than a nudged one.

Sine, triangle, sawtooth or square · five knobs · 15 of them ship built in

Fractaria's Wave palette editor, open on Dune Shadow: a sand-and-blue ramp with this view's histogram drawn over it, a readout saying the ramp turns through 0.35 of a hue turn, the mapping set to Normalized, four knobs — Base 1.5, Turns 0.35, Middle 0.50, Stagger 0.08 — the channel order set to G·R·B and the color inside the set, and below them one band per channel with its wave drawn, each at its own frequency: green at 1.50, red at 1.68, blue at 1.85.

Four knobs, and the ramp under them

The three curves are not controls you draw — they are what the knobs are doing, drawn so you can see it. Here: green at 1.50, red at 1.68, blue at 1.85. Three frequencies a hair apart, which is the whole of why the bands beat — and green leads because the order knob says G·R·B, which is one of the two knobs that move the color most. Above them the ramp itself, with the histogram of the view laid over it, so you can see which part of the wave your image is actually reaching.

And where the ramp meets the view

A wave palette lives or dies on how much of the ramp your view reaches, so it carries its own answer to that. Leave it on the fixed scale, stretch it to fit the view between its first and ninety-ninth percentile, or let it repeat on a cycle you set. On a deep zoom the difference is the whole picture: the same palette that shows you half a wave on one setting shows you the beat on another.

When none of them is right

Three other ways to arrive at a palette.

Editing stops by hand is the long road, and sometimes you already know what you want it to feel like — or you already have it, in a file written for another program. These three get you a ramp to start arguing with.

Draw one, or roll one

Choose the components — RGB or HSL — and draw the three curves by hand. Or hand a curve over to a waveform, sine, triangle, sawtooth or square, and shape it with amplitude, frequency, phase and offset. Or press Draw and take one at random: the seed it came from is written beside it, so the ramp you liked comes back by typing a number.

The waveforms here are the same four, used differently: the generator bakes what you draw into stops you can then drag, where a wave palette keeps the oscillators live and hands you their knobs instead.

RGB or HSL · three curves · four waveforms · a seed you can write down

Take one out of a photograph

Drop in an image and it reads the colors back out — the ones that carry the picture, the small vivid accent included and not just the gray around it. You choose how they land on the ramp: by lightness, by hue, by how much of the picture each one covers, or shuffled from a seed you can write down. A photograph of a rusted door becomes a ramp you can put on a Julia set.

PNG, JPEG, WebP, BMP or TGA · the ramp lands in the editor, editable

Bring one over from another program

It reads Fractint maps and Ultra Fractal gradients. A dense table of a few hundred entries becomes a handful of stops, kept where the gradient changes direction, and Fractaria tells you the largest drift from the original out of 255 levels rather than promising a fidelity it does not have.

.map and .ugr · up to 24 stops · the drift from the original is reported

The palette generator, just opened: one curve per component — here Red, Green and Blue, still the straight lines it starts from — the waveform menu and its four knobs beside each, and the seed box next to Draw.
The «Colors from an image» window before a picture is chosen: how many colors to look for, the order they go into the ramp, and whether each one gets an equal slice or a share of the picture.

Where the color comes from

Escape time is not the only number.

How long the point took to fly away is one measurement. Fractaria takes six more from the same orbit, each on its own switch in the sidebar, and mixes them: the orbit trap, the sunburst, the spiral, the stripe average, the triangle average and the atom domains. Not every family gives you all six: where the orbit converges instead of running away there is nothing to measure along the path, and the panel says so in a line rather than leaving dead sliders. Turning one on does not adjust the picture — it draws a different one. Same view, same palette, same everything else — five of the six, side by side (the spiral is the one without a pair here: it takes Böttcher's external angle across the whole frame in a single cut, so there is no band of it to hold still):

The same view with the orbit trap off: plain gold and violet escape bands around the set. The same view with the orbit trap on: violet stems and a lace of filaments spread across an ivory field.

Orbit trap

How close the orbit passed to a shape you put in its way — a point, a cross, rings, a grid, ten in all. Where there were bands, there are stems and petals; and the same measure can give the black interior a shape too.

The same view with the sunburst off: a nearly flat dark green field around two black discs. The same view with the sunburst on: copper and verdigris blades sweeping out of the set.

Sunburst

Not how fast the orbit left, but which way it went. It cuts the field into wedges radiating out of the set, and a flat green shoulder turns into blades of copper and oxide.

The same view with the stripe average off: smooth concentric escape bands. The same view with the stripe average on: the bands folded into ribbons of fabric.

Stripe average

How the orbit wound around, averaged along the whole path it walked instead of just its length. Bands become folds, and the surface starts behaving like fabric.

The same view with the triangle average off: flat escape bands around the set. The same view with the triangle average on: the field broken into feathered plumage.

Triangle average

How much each step of the orbit agreed with itself, averaged along that same path. Where the stripe average gives ribbons, this one gives plumage.

The same view with atom domains off: an even frost of blue and white. The same view with atom domains on: cells drawn around every mini-set, each with its own buried Julia.

Atom domains

When the orbit passed closest to the origin, counted in steps rather than distance. It draws the map of the bulbs: a cell around every mini-set, and the Julia sets buried inside them that nothing else here reveals.

And the last hand over it

Seven finishes, and five of them are not filters.

What comes after the color. Each one is a switch of its own — the last is two, vignette and grain apart, because grain without a vignette is a thing people want — and five of the seven read the fractal's own measurements rather than the finished picture: relief lights it, hatch and the chart draw on it. The last two take the picture as it comes — the screen prints it, the film weathers it. Same view, same palette, one thing changed:

The same picture with relief off: flat color, no lighting. The same picture with relief on: the escape field lit from one side like a metal surface.

Relief

The escape field read as a height map and lit from one side. Nothing about the fractal changes — it simply stops being flat.

The same picture with glow off: the frontier ends abruptly. The same picture with glow on: light bleeding out of the frontier of the set.

Glow

Light bleeding out of the frontier, where the orbits are starved and the calculation gives up. It lifts the edge without redrawing it — the quietest of the seven, and the one you notice only when it is gone.

The same picture with hatching off: a soft pink haze. The same picture with hatching on: engraved lines cut along every escape band.

Hatch

Lines cut along the escape bands, the way an engraver cuts a plate. It is the strongest of the seven: a pink haze becomes a picture with a burin through it.

The same picture with the chart off: continuous color, no lines. The same picture with the chart on: rings and rays of the escape map drawn over the frame.

Chart

The chart of the outside, drawn on the picture. The rings are the level curves of the escape potential, the rays are the paths that run out of the set, and they cross at right angles because the map that draws them is conformal.

The same picture with the ink stroke off: a gray ghost on cream paper. The same picture with the ink stroke on: a fine dark line drawn along the whole edge of the set.

Ink stroke

A line of ink along the edge of the set, in a color taken from the ramp. Without it, all that is left of Copperplate is a gray ghost and some paper.

The same picture with the halftone screen off: continuous tone. The same picture with the halftone screen on: the tone broken into a grid of printed dots.

Halftone

The printer's screen: the picture made of dots, lines or crosses instead of continuous tone. Rotogravure is where it belongs — the name is a printing process, and so is this.

The same picture without vignette or grain: even light, clean surface. The same picture with vignette and grain: light falling off at the corners, a fine grain over the frame.

Vignette & grain

The weight of something printed: light falling off toward the corners and a fine grain over the frame. With the halftone, one of the two finishes here that never look at the fractal — they know where a pixel sits in the frame and what color it came out, and nothing else.

All seven are here. The engine carries two more that the application does not expose: a color taken from the detail itself, whose controls are never built, and a kaleidoscope, withdrawn from the interface at the end of August. No preset turns either of them on, so a pair of pictures for them would have to be staged. They go up the day they are real.

Fractal art, made easy.

One purchase, everything included — the animation editor too, not a tier above it. No subscription, no unlocks: every fractal, every palette and every export size the application can make, from the first run.

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