yes you really really must.. and then you could share some of your fractal secrets with me .. like for instance when you say things like z=1/sqrt(abs(z))+0.03707-0.973983i or m=x*x+y*y x=x/m+0.06 y=abs(y)/m-1.1 .... how are you implementing it in UF... would i open a formula in UF and then open edit and adjust the formula there?
Did you a bailout limit? When I tried this formula using black for outer colouring with a bailout of 16 the tree patterns virtually disappear, at 160 there are a lot of almost circular black areas, at 1600 the black circles are much smaller and I can only finally get rid of any black areas by upping the bailout value to 50,000,000!
I didn't use bailout, I'm coloring all as 'inside' with exp.smoothing... but I just tried with bailout to decide "inside" and "outside" pixels, and I got the clean patterns with a bailout limit of 5000 and 50 iterations. Thanks to this, now I know that this formula could work great in 3D, so thanks for pointing out!