Thanks, and it would look better if I could find an efficient way of doing the "#hits" colouring method that's used for flame fractals in the escape-time IFS method.
It's not so much that it's Ultra Fractal, it's that my algorithm for escape-time IFS doesn't work the same way as the standard convergent methods for IFS (like Apo or XD or the flame formulas in UF). It's vastly better than the convergent methods when you want to zoom into details but has the drawbacks that non-linear modifications work in a far different manner and as I mentioned getting an equivalent to the flame fractal #hits method is tricky.
It's vastly better than the convergent methods when you want to zoom into details but has the drawbacks that non-linear modifications work in a far different manner and as I mentioned getting an equivalent to the flame fractal #hits method is tricky.