Title: Mandelbulb3d v1.7.9 Post by: Jesse on March 02, 2012, 07:16:46 PM Mandelbulb3d v1.7.9
http://www.fractalforums.com/index.php?action=downloads;sa=view;down=36 Please read the textfile in the archive for a short documentation. CAUTION: USE ONLY SAME PROGRAM VERSIONS TO CONTINUE ANIMATIONS OR BIG RENDERINGS DUE TO COLOR OR LIGHTING CHANGES! ALSO FORMULA UPDATES CAN CHANGE RENDERINGS! Thanks and have fun! What is new in version 1.7.9: - M3i file storing for "big renders" tiles. No batch changing yet. - New option to get the dynamic fog only on a certain iteration count, available in the 'Coloring' tab in the main window. Can also be blended instead of added, as option in the lighting panel. - Added this and some more values in the navi for changing. - Tryout to not allowing shut down Windows7 while rendering, could not test. - Some issues fixed, like loading of older animation m3a files with formulas that were enhanced with additional parameters. - Animation option to interpolate a keyframe inbetween. - Formula update, some with OTrap coloring mode for dIFS. Caution: If you use the enhanced "cylinderIFS" formula in older program versions, there will be some of the last values in the formula not loaded properly when the saved parameter file was done with the old formula version. Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 02, 2012, 09:02:34 PM Just brilliant!!! :D
As you see, the limit of parameter count is becoming penalizing, for DIFS with many options... As well the formula count, 6 is too few for DIFS ... :) There is no urgency but that is! Cheers and congrats!!! Some new formulas of mine comin! Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 02, 2012, 09:38:47 PM Just brilliant!!! :D As you see, the limit of parameter count is becoming penalizing, for DIFS with many options... As well the formula count, 6 is too few for DIFS ... :) There is no urgency but that is! Cheers and congrats!!! Some new formulas of mine comin! OK, I want infinite formulas, GPU, 64-bits. For tomorrow? :chilli: :over: :nerd: Thanks again Jesse, you're the king :music: And Darkbeam, nooooooo, no more formulas, I don't have time to test them all :headbatting: Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 02, 2012, 11:01:34 PM Heh, I mean that you can choose six different fmlas at once.
Suppose that you want to create a difs scene. one formula for the ground, one for the transform... only 4 left Param count is becoming penalizing because difs need scale, shift, sometimes rotates... I can make boolean shapes (add subtract intersect) too but I run out of params per formula actually. That is why I asked ;) The program itself is perfect. I used bryce and noticed that it sucks definitely compared to Mb! ;) Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 02, 2012, 11:03:44 PM I know what you meant, and I agree. 12 formulas would be great!
Title: Re: Mandelbulb3d v1.7.9 Post by: cKleinhuis on March 02, 2012, 11:10:51 PM great update, i could need a boolean operation on formulas, so that i can explain differencies on using hybrids....
Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 02, 2012, 11:19:08 PM wait wait! Boolean operations for Difs shapes not formulas :D
Title: Re: Mandelbulb3d v1.7.9 Post by: cKleinhuis on March 02, 2012, 11:25:12 PM i mean for formulas
Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 02, 2012, 11:59:04 PM great update, i could need a boolean operation on formulas, so that i can explain differencies on using hybrids.... Can you explain a bit more, the only boolean operation so far is "_CondItcountR" that can switch on/off following formulas by its iteration count, dunno if you meant something like this? Title: Re: Mandelbulb3d v1.7.9 Post by: blob on March 03, 2012, 02:23:35 AM DECombinate Min and Max are booleans or am I mistaken? If we'd have one or two more boolean DECombinate modes (such as the one I suggested in another thread) and DECombinate could be applied to two group of hybrids, then we'd have what cKleinhuis is looking for I guess.
Title: Re: Mandelbulb3d v1.7.9 Post by: lenord on March 03, 2012, 02:58:36 AM Something funny with Reflections in 1.7.9
When running reflections on a specific "selected" area, reflections don't show realtime like before, they show after the entire selected area is rendered, Like they did before before Title: Re: Mandelbulb3d v1.7.9 Post by: lenord on March 03, 2012, 05:13:17 PM Something funny with Reflections in 1.7.9 When running reflections on a specific "selected" area, reflections don't show realtime like before, they show after the entire selected area is rendered, Like they did before before Well, not sure what I wuz seein last night but today it seems to work OK. Maybe it was because I was trying to jack around with the Fog too or that is was on an old param or my eyes were overlapping. On a fresh new one it seems to be working fine, stay tuned still playin like a kid at Christmas with a new toy every time a new version comes out. Title: Re: Mandelbulb3d v1.7.9 Post by: Sockratease on March 03, 2012, 05:24:30 PM Title: Re: Mandelbulb3d v1.7.9 Post by: cKleinhuis on March 03, 2012, 05:52:41 PM Can you explain a bit more, the only boolean operation so far is "_CondItcountR" that can switch on/off following formulas by its iteration count, dunno if you meant something like this? i mean... in the end the inside/outside tests .... are a pure boolean result, you test true/false ... is it inside? or is it outside ? this would make a perfect boolean operation combined with other formulas, even hybrids... i know it would make the need for dual formula definition/calculation ... i would like to show a boolean sub(xor) of the different mandelbulb formulas ( sine/cosine) ... :D Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 03, 2012, 07:09:04 PM In the meantime, I added colors to some shapes. Some (the more complicated ones) can't be colored without running out of variable storage :'( :dink:
Title: Re: Mandelbulb3d v1.7.9 Post by: lenord on March 03, 2012, 09:05:35 PM I take it all back, my eyes were Not overlapping, something squirrly with Selected area Reflections Rendering. It depends on where the Selection is made in the Image whether it renders results near realtime or not till the selection is fully rendered. Drove me crazy, finally gave up on setting reflects and went with a Map instead.
Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 03, 2012, 10:32:47 PM i mean... in the end the inside/outside tests .... are a pure boolean result, you test true/false ... is it inside? or is it outside ? this would make a perfect boolean operation combined with other formulas, even hybrids... i know it would make the need for dual formula definition/calculation ... i would like to show a boolean sub(xor) of the different mandelbulb formulas ( sine/cosine) ... :D Something like this i guess (invert maximum DE combine): Needs a bit longer to calculate, both formulas + inside. Mandelbulb3Dv17{ X.....S....O/...w....2...............1.......s1E................................ ........................................kz1........A./..................y.2..... ................/M.0/......1/...a.....E2.....omEQgisq6rD/..........m/dkpXm1....U z.....kD12../..........wz..................................u1....y1...sD...../.. .w1...sDYsAIxzzzjz1..........WAbUdisqcljRRxgCKosEwnYRydIKa5uzwPN9SaPRGyDFHQlSHA1 Iw1iNMIOip7tzqF/G0ZZtVyD......oa/.............kD.2....sD..kz.................... .............oAnAr1...sD....z./Sx8.gspf.EZLj0.TSx8.Yupf.kgLj0.xSx8......w....k1. ..................kz.wzzz1.U..6.P....M4...EB....W....k1....F....8/...I1.....SF52 ...U.qFG9yzb2zzzRYoWzz7lz16.mc..zXCc..k18XGQeGyD/sIRhrVAkz1..........2.28.kFrA0. .Ub96aAIVz9.1se7Umvxz0........../6U0.wzzz1................................E.0c.. zzzz.................................2U.8.kzzzD................................. /6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq 40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3................................. E6..06....E..........6....EGiFLNbJaQU.pPrJaQ.........................c.......... ...................6./........zj................................................ ................................................................................ .....................2.....3..../....AoPnZaPZ/pPrV1............................. ..............................zD................................................ ................................................................................ ................................} Title: Re: Mandelbulb3d v1.7.9 Post by: cKleinhuis on March 03, 2012, 11:04:10 PM ah, nice, thank you
Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 03, 2012, 11:28:03 PM Those modes are a lot, fantastic Jessie :beer:
Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 04, 2012, 02:38:07 PM Just a notifier:
Bugfix update 1.7.9.1: - With cutplanes enabled, issues with the background could occur. Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 05, 2012, 09:31:00 PM Hi Jesse!
I am having so much fun with a 4D formula, but there is no slider for the W Julia coordinate in the navi. If you could add that to your looooong to-do list, that would be great! Thanks again for making the most amazing toy I have ever played with :beer: :beer: :surf: :music: :worm: Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 05, 2012, 10:45:03 PM Normally w has no significant effect on 4d fractals since it tends to stay zero ... or constant or vary in an uninteresting way
The only fractals that use w in a "creative" way are menger4 sierpinski4 and mixpinski (they ignore wseed btw ;) ) they were invented by Syntopia Cheers Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 05, 2012, 10:52:10 PM With ABoxMod4d too, W had got funny effects :)
Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 05, 2012, 11:14:33 PM But i think you don't need it because most of the 4d formulas that are not IFS got a "W add" parameter, that should be the same as a Julia w parameter.
And for 4d rotation the sliders already exists, was a must have of course :dink: Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 05, 2012, 11:17:58 PM OK Jesse. This was a bit confusing to me, because W in the Julia tab from the main window can have a different value than "W add" in the formula itself. But as you confirm it has got the same effect, then all is right. Thanks! :)
Title: Re: Mandelbulb3d v1.7.9 Post by: Alef on March 06, 2012, 07:07:06 PM New dynamic fog by few iterations looks great!
Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 06, 2012, 10:44:58 PM OK Jesse. This was a bit confusing to me, because W in the Julia tab from the main window can have a different value than "W add" in the formula itself. But as you confirm it has got the same effect, then all is right. Thanks! :) Confirm, the formulas just add "W add" and "Cw" (what is the pixel coordinate or the julia W value) both to w, so it should be no difference what of those you change. Forgot to tell... IIRC the W add parameter was on the first quaternion formula and the julia w value was not present in the program at that time. So this parameter kept on to be a part of most 4d formulas, and in mandelbulb mode it has still a different meaning. Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on March 07, 2012, 08:34:42 PM A trouble in DIFS mode: if you set min iterations > 1 it freezes :'(
Mandelbulb3Dv17{ X.....S....O/...0....2...............1.......s1E................................ ................................OaNaNaNadz1........A./..................y.2..... ................/M.00.....Uh....A.....E2.....QzIXLua2PrD/..........m/dkpXm1....U z.....kD12../..........wz..................................u1....y1...sD...../.. .w1...sDzYh4j8HcazvAWreAEZc2zionlUV0UOyjTcFzUvMS3t97C1JzzzzvzUNehUisqclj3Rw3Oc.c azHAWreAEZc2zOWyooeAVOyj......o...............kD.2....sD..kz0................... .............oAnAr1...sD....z./St4.gsZP.EZLi/.TSt4.YuZP.kgLi/.xSt4......0....k1. ..................kz.wzzz1.U..6.P....M4...EB....W....k1....F....8/...I1.....SF52 ...U.qFG9yzb2zzzRYoWzz7lz16.mc..zXCc..k18XGQeGyD/sIRhrVAkz1..........2.28.kFrA0. .Ub96aAIVz9.1se7Umvxz0........../6U0.wzzz1................................E.0c.. zzzz.................................2U.8.kzzzD................................. /6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq 40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3................................. E....6....E.....I....o....UMjVLG4B3.uZYFH/UQ.............................sU1.... /6U./2.............wz.........zD........kz1........../.......................... ...../.............................wz...................kz1........wz........... .....................2.....3....B....6qPsZYFH/EM7NoI............................ ....Cs....E.06E./.............zD........kz1........wz..........E................ ...............E..............................zD...................wz.........zD OaNaNaNaty9.....................} Luca :sleepy: Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 27, 2012, 07:59:03 PM Has anybody noticed that the new dFog (on iterations) intensity decreases when the render size increases? Any tip to fix that? (knowing that in preview size, my Dyn Fog slider is already to the max)
In 900x600 my dFog looks great. In 9000x6000 it has completely disappeared :-\ Thanks :embarrass: Title: Re: Mandelbulb3d v1.7.9 Post by: lenord on March 28, 2012, 12:13:59 AM Has anybody noticed that the new dFog (on iterations) intensity decreases when the render size increases? Any tip to fix that? (knowing that in preview size, my Dyn Fog slider is already to the max) In 900x600 my dFog looks great. In 9000x6000 it has completely disappeared :-\ Thanks :embarrass: I don't render that large but have noticed it does fade from what is set a 960x480(normal preview size for me) to 4000x2000. I've had luck compensating by increasing the Fog offset and Far offset and tinkering with the Depth. Title: Re: Mandelbulb3d v1.7.9 Post by: lxh on March 28, 2012, 01:42:55 AM Hi guys,
the "formula" button in the navigator assigns every formula setting except "repeat from here". The only way is inserting complete parameter. This confused me quite a while. Is there a reason for? I'm just wondering .. Greets, lx PS: Thank you (Jesse and all the other gurus) very much for that program! I am still searching for the donate button. :beer: Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 28, 2012, 07:28:23 PM I suppose the maximum count has reached, as it it limited to 1023.
In each raystep it is increased by one when dfog on it is set to zero, for keeping the amount more or less the same i increase the it fog by 4 if the iteration at bailout will fit the user value. So it will be cropped if there are more than 255 steps inside this iteration. Dunno if you can increase the raystep multiplier to get less steps. Guess i change it to increase by one and amplify the dfog amount instead in next release. Has anybody noticed that the new dFog (on iterations) intensity decreases when the render size increases? Any tip to fix that? (knowing that in preview size, my Dyn Fog slider is already to the max) In 900x600 my dFog looks great. In 9000x6000 it has completely disappeared :-\ Thanks :embarrass: Title: Re: Mandelbulb3d v1.7.9 Post by: Jesse on March 28, 2012, 07:31:05 PM Hi guys, the "formula" button in the navigator assigns every formula setting except "repeat from here". The only way is inserting complete parameter. This confused me quite a while. Is there a reason for? I'm just wondering .. Just forgot it, no special reason. Quote Greets, lx PS: Thank you (Jesse and all the other gurus) very much for that program! I am still searching for the donate button. :beer: You might want to donate for the forum instead, thanks anyway! Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 28, 2012, 07:38:14 PM I suppose the maximum count has reached, as it it limited to 1023. In each raystep it is increased by one when dfog on it is set to zero, for keeping the amount more or less the same i increase the it fog by 4 if the iteration at bailout will fit the user value. So it will be cropped if there are more than 255 steps inside this iteration. Dunno if you can increase the raystep multiplier to get less steps. Guess i change it to increase by one and amplify the dfog amount instead in next release. Sounds good Jesse, no rush :) I can't increase the raystep multiplier otherwise the fractal become too noisy. It's this one, here I have calculated it in 3600x2400 http://www.fractalforums.com/index.php?action=gallery;sa=view;id=10832 Title: Re: Mandelbulb3d v1.7.9 Post by: lxh on March 29, 2012, 04:54:44 PM I noticed that DoF calculation is really slow - even with low clipradius - and runs only as single thread. Is multiple-thread-dof-calulation technically possible?
Title: Re: Mandelbulb3d v1.7.9 Post by: bib on March 29, 2012, 05:28:27 PM I think that if multi threaded DoF was easy to do, Jesse would have already done it. There must be some major technical difficulty.
Title: Re: Mandelbulb3d v1.7.9 Post by: lxh on March 29, 2012, 06:06:59 PM I think that if multi threaded DoF was easy to do, Jesse would have already done it. There must be some major technical difficulty. That's exactly what i thought. But how about (hope i can communicate this in English) tiling plus clipradius overflow and crossblending these afterwards? Maybe just my naive thoughts ...Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on April 01, 2012, 12:00:17 AM Simpler words plz ;)
Title: Re: Mandelbulb3d v1.7.9 Post by: lxh on April 01, 2012, 12:26:09 PM OK DarkBeam. I try it again. :)
I tested if theres a way to keep my 4-Core-CPU warm by just calculating DoF. So i started M3D four times, loaded four different m3i images and calculated four different DoF's at the same time. Well .. my CPU was running at 100%. If i calculated them the "normal" way it would have taken four times longer. So if that is possible, why not with four tiles of the same image? But DoF doesn't work in "Big render" projects and there must be a good reason why. This reason might be that these tiles would not fit exactly and you would see some edges. Maybe because of - don't know - the blur algorithm by itself? Ok. But what if these tiles would be larger - to be concrete - with borders that overlap their "neighbors"? The border thickness might be exactly the blur- or clip-radius of DoF in pixels and must be faded while sticking the tiles together. This fade could work like a crossfade of an audio loop .. just to get rid of these unacceptable edges. And these fades would not be noticeable because the only differences are the blurred parts and it's quite easy to cheat with blur. So, this might be a stupid thought and a graceless solution. BUT ... a solution. I just would work with vertical tiles. Greets, lx Title: Re: Mandelbulb3d v1.7.9 Post by: Alef on April 06, 2012, 03:33:55 PM Loading fractal parameters of others I found myself searching at remove formula button.
But there are reset button removing all the formulas. Sheared parameters often have 5 or 4 formulas witch can be changed by other formulas, completelly reseted, but not removed one by one. I found need for removing single formula only when using in deviantart found parameters. I don't know, if others would need this. Title: Re: Mandelbulb3d v1.7.9 Post by: bib on April 06, 2012, 03:40:27 PM To remove a formula, set its iteration number to 0
Title: Re: Mandelbulb3d v1.7.9 Post by: Sockratease on April 06, 2012, 03:46:44 PM To remove a formula, set its iteration number to 0 Or select the blank line at the top of the formula drop down lists :evil1: Title: Re: Mandelbulb3d v1.7.9 Post by: Alef on April 06, 2012, 04:59:27 PM Should look for a blank line :beer:
Title: Re: Mandelbulb3d v1.7.9 Post by: SpaceOctopus on December 04, 2012, 02:21:00 AM Awesome program! Thank you so much :) I just discovered it today and I only played with it a little bit and I already LOVE it! :love:
Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on December 04, 2012, 09:37:42 AM But it's an old version, update it ;D
Title: Re: Mandelbulb3d v1.7.9 Post by: vinniefracker on January 28, 2013, 05:53:28 PM Is this the latest version of MB3d. I saw a ver 1.8 mentioned in another post.
Title: Re: Mandelbulb3d v1.7.9 Post by: taurus on January 28, 2013, 07:48:46 PM http://www.fractalforums.com/index.php?action=downloads (http://www.fractalforums.com/index.php?action=downloads)
Title: Re: Mandelbulb3d v1.7.9 Post by: vinniefracker on January 28, 2013, 10:41:45 PM I am on a mac and when I click on the icon it will not open. What might I be doing wrong?
ljd Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on January 29, 2013, 01:52:32 PM Click on Mandelbulb3Dv183.zip
Title: Re: Mandelbulb3d v1.7.9 Post by: vinniefracker on January 29, 2013, 08:03:00 PM I re-downloaded it and the zip file automatically unzipped to create a folder. I opened the readme file and it says at the top "Mandelbulb 3D is a program designed for the Windows platform". Does this mean it will not work on a duo core Mac, running 10.6.8? If it does work on a Mac, how do I open an .exe file? Is there a Mac version?
Title: Re: Mandelbulb3d v1.7.9 Post by: DarkBeam on January 30, 2013, 09:04:53 AM :hit: http://www.fractalforums.com/mandelbulb-3d/mandelbulb-3d-for-mac-!-(with-updates-!)/ (http://www.fractalforums.com/mandelbulb-3d/mandelbulb-3d-for-mac-!-(with-updates-!)/) |