Title: simple code for mandelbox Post by: Owl on July 02, 2012, 09:02:11 AM hello,
i'm new here and like few others i understand code better than math formulas :) i'm trying to generate mandelbox in houdini(www.sidefx.com) but i'm stuck, i've made mandelbulb which if i get it correctly, looks like this: (http://img269.imageshack.us/img269/2736/mandelbulb.jpg) (http://imageshack.us/photo/my-images/269/mandelbulb.jpg/) and on code looks like: Code: p0[xyz] = p[xyz] //point position i'm using original sample position as c which seems to give correct results, am i right? And, i think, i get folding too. (this one is from wiki) Code: function iterate(z): what i don't get, is how to put it together? mandelbox is mandelbrot folded into a box, right? they both have loops/iterations should i do mandelbulb and then fold it? or is it one step of folding + step mandelbulb? (i think i've tried it too) I've found lots of examples and snippets of code, but it still doesn't work :/ i'm probably missing something obvious. P.S. If anyone is interested in houdini version of mandelbulb i'm attaching the file and will defenately do so with mandelbox after i get it :) Title: Re: simple code for mandelbox Post by: Syntopia on July 02, 2012, 10:09:18 AM Look nice, your rendering. How fast is it to render an image like that? Using a raytracer such as Houdini, without any DE optimization must be very slow, right?
i'm using original sample position as c which seems to give correct results, am i right? Yes. You can also use a fixed constant, which will give you a JuliaBox / JuliaBulb. Wrt to the Mandelbox: It is not directly related to the Mandelbulb, and you shouldn't mix code. The formula you wrote should be all you need: iterate the function, and check if the magnitude of z becomes larger than some threshold. Use scale=2 for testing. Title: Re: simple code for mandelbox Post by: Owl on July 02, 2012, 10:36:48 AM thanks, for a quick reply
well i'm using volumes so generation of the bulb takes ~ 1 min 500x500x500 voxel container so its 500^3 samples per iteration and rendering 29 sec. just to clarify - houdini is a 3d software, i use mantra (render engine in houdini), this render is done with micro polygons and shadow maps, thou i could try to ray trace it eventually :) (they have a free non-commercial version if someone is interested) will, come back with results :) Title: Re: simple code for mandelbox Post by: KRAFTWERK on July 02, 2012, 11:20:43 AM WOW, I love the fury look of your bulb... Might try out houdini some day...
Title: Re: simple code for mandelbox Post by: Owl on July 02, 2012, 12:04:11 PM and it works! (dont know what i did wrong the firs time, but now it ok :)
(http://img515.imageshack.us/img515/2268/mandelbox.jpg) (http://imageshack.us/photo/my-images/515/mandelbox.jpg/) its a lot noisier than mandelbulb... now its probably time to look for optimization posibilities, but since its not a ray cast, i'm not sure whether same methods apply. its furry because its a volume like a cloud, so it looks softier :) and a scene file as promised ;) Title: Re: simple code for mandelbox Post by: ker2x on July 05, 2012, 04:04:24 PM fluffy \o/ ;D
i really really like houdini, it's an awesome software. I only have the "apprentice" edition. Houdini being, afaik, the most expensive 3D software ever :) Do you know if i can do that using the Apprentice edition ? thank you Title: Re: simple code for mandelbox Post by: Owl on July 06, 2012, 10:50:36 AM fluffy \o/ ;D i really really like houdini, it's an awesome software. I only have the "apprentice" edition. Houdini being, afaik, the most expensive 3D software ever :) Do you know if i can do that using the Apprentice edition ? thank you It is expensive and it offers so much :D Yes sure you can, you can take my sceene an start with it, i've moved it to cvex (render time calculation :) ) so look for it in SHOP context Haven't done colors yet, how do you calculate them? based a ramp values based on a resulting vector magnitude? anyway here's the scene, otl, and a new image :) Full ray trace, 11 min 27 sec (http://s14.postimage.org/bvt19b5rl/mandelbox_rt.jpg) somehow i can't upload hip file, so i'm putting it online and just dropping a link :) http://www64.zippyshare.com/v/85035747/file.html Title: Re: simple code for mandelbox Post by: Syntopia on July 06, 2012, 11:27:26 AM Looks great, but I can't understand the rounded corners - I don't think they are a consequence of the volumetric rendering.
Do you have some kind of escape conditions (like: if (length(z)>10.0) break;)? You might want to raise the bailout value a bit (to at least 10.0). Title: Re: simple code for mandelbox Post by: Owl on July 17, 2012, 09:39:23 AM probably the scale was to big i had a container of 6x6x6
here is a 4x4x4 https://vimeo.com/45886560 Title: Re: simple code for mandelbox Post by: zephmann on September 06, 2012, 06:28:14 PM Cool stuff!
Here is a link to a similar thread over at odforce about creating Mandelbulbs in Houdini, including some scene files from Jeff Lait, who is one of the senior mathematicians at Side Effects. http://forums.odforce.net/index.php?/topic/10207-3d-mandelbrot-primitive/ Title: Re: simple code for mandelbox Post by: faxingberlin on July 28, 2016, 12:57:34 PM It is expensive and it offers so much :D Yes sure you can, you can take my sceene an start with it, i've moved it to cvex (render time calculation :) ) so look for it in SHOP context Haven't done colors yet, how do you calculate them? based a ramp values based on a resulting vector magnitude? anyway here's the scene, otl, and a new image :) Full ray trace, 11 min 27 sec (http://s14.postimage.org/bvt19b5rl/mandelbox_rt.jpg) somehow i can't upload hip file, so i'm putting it online and just dropping a link :) http://www64.zippyshare.com/v/85035747/file.html Looks really awesome! i can't access uploaded hip file (http://www64.zippyshare.com/v/85035747/file.html) Could you upload again? |