StoneSoup { A = Real(p1)*pixel; z = A; B = 1/p2: z = B*(A + Sqr(z) + p3)/z, |z| <= Imag(p1) } The following Formula files give you some idea of the scope Lamp { ; First there was light reset=1960 type=formula formulafile=stones.frm formulaname=StoneSoup passes=t center-mag=0.879765/5.55112e-016/1.718213/1/90 params=1/3/1/0/-1/0 float=y colors=@default.map } Cauldron { ; And there was a Soup Cauldron reset=1960 type=formula formulafile=stones.frm formulaname=stonesoup passes=t center-mag=0.879765/5.55112e-016/1.718213/1/90 params=1/3/0/1/-1/0 float=y colors=@default.map } Twister { ; Start things spinning reset=1960 type=formula formulafile=stones.frm formulaname=stonesoup passes=t center-mag=0.879765/5.55112e-016/1.718213/1/90 params=1/3/0.045/1.016/-1/0 float=y colors=@default.map } Stone soup { ; With just the correct twist you can work wonders reset=1960 type=formula formulafile=stones.frm formulaname=stonesoup passes=t center-mag=0.879765/5.55112e-016/1.718213/1/90 params=1/3/0.08400000000000001/1.016/-1/0 float=y colors=@default.map } Dendrites { ; Things can get sticky reset=1960 type=formula formulafile=stones.frm formulaname=stonesoup passes=t center-mag=0.879765/5.55112e-016/1.718213/1/90 params=1/3/1/0.5/-1/0 float=y colors=@default.map } Order out of chaos { ; Some people prefer things to be less chaotic reset=1960 type=formula formulafile=stones.frm formulaname=stonesoup passes=t center-mag=0.474062/5.55112e-016/1.532646 params=1/3/0/2/-1/0 float=y colors=@default.map } This variant is included for the religiouly oriented Soup { A = Real(p1)*pixel; z = A; B = 1/p2: z = B*(A/z + z) + p3, |z| <= Imag(p1) } The fractal master { ; The man behind the light reset=1960 type=formula formulafile=stones.frm formulaname=Soup passes=t center-mag=0.0715936/9.4175e-006/11.01123/0.9999/-90 params=1/3/1/0/-0.5/0 colors=@default.map