The graphical Triangle viewport can be used to modify the selected matrix’s values (shown as a triangle).
A triangle is a convenient way of showing the selected matrix’s parameter values and allowing you to easily modify its values
2D Triangle mode:
3D Tetrahedron mode:
Each Transform has:
- Pre Matrix
- Post Matrix
- Optional extra Variation Matrix instances
These are all classic Computer Graphics transformation matrices.
In Fractal Architect, fractals are either 2D or 3D.
2D fractals have 2D transformation matrices, while 3D fractals have 3D transformation matrices.
The Graphical Editor’s representation for the Matrix:
This is the Editor’s menu for 2D fractals.
This is the Editor’s menu for 3D fractals.
If the triangles are either too small or too big to work with, the zoom magnification can be adjusted by:
Note: The grid background will become darker during the drag to signify that you are modifying the viewport’s size and location - not the triangle.
Resetting the Viewport
You can reset the Viewport’s Size and Location to the original setting by:
Press the interior of the triangle and drag it.
Use the standard rotation gesture with 2 fingers to rotate the triangle.
Two ways:
Press and drag with 1 finger one of the triangle vertexes.
If you accidentally do the wrong operation, just tap on Undo button.
2D transforms are shown as a 2D triangle. 3D transforms are represented as a 3D tetrahedron. A tetrahedron is a solid object with 4 triangular faces (3 of these are editable).
Using either the mouse or trackpad, the graphical Tetrahedron viewport is used to modify the selected matrix’s values (shown as a 3D tetrahedron).
The tetrahedron is a convenient way of showing the selected 3D matrix’s parameter values and allowing you to easily modify its values.
The tetrahedron has 4 vertexes called:
Note how 3 of the vertexes have colored lines (that are the same color as its vertex). These lines can be grabbed with the mouse and dragged to rotate the tetrahedron.
If the tetrahedron is either too small or too big to work with, the zoom magnification can be adjusted by:
This operation does not change the 3D transform, just the camera’s zoom.
Press outside of the tetrahedron and drag your finger. The camera center will move around the view.
This operation does not change the 3D transform , just the camera’s location.
Adjusting the Camera’s orientation lets you view the tetrahedron from any orientation. The background skybox image gives you some feedback on the camera’s orientation.
Important !! The camera’s orientation sets both the rotation axis and the 3D plane in which the vertexes are moved by editing operation.
The Camera Orientation is very important. It defines an arbitrary axis of rotation for the tetrahedron (see rotation below). It also defines the plane about which the tetrahedron will be translated by mouse dragging.
The Tetrahedron editor view shows a simple skybox image scene in the background. This scene helps you to “see” the camera’s orientation. (So you know if you are looking down/up/left/right)
The camera’s orientation (rotation) relative to the tetrahedron can be changed.
Press the interior of the tetrahedron and drag it.
Use the standard rotation gesture with 2 fingers to rotate the tetrahedron.
Press and drag with 1 finger one of the tetrahedron vertexes.