Title: Help? Post by: DarkBeam on October 27, 2015, 08:14:50 PM Can someone transcript this in a frag script?
Have been asked but I have no time ... Code: procedure MengerIFSsmooth(var x, y, z, w: Double; PIteration3D: TPIteration3D); Title: Re: Help? Post by: Patryk Kizny on October 27, 2015, 10:06:22 PM It's a single procedure so it's hard to do anything with that w/out context.
Title: Re: Help? Post by: M Benesi on October 27, 2015, 10:25:34 PM Also, what's the DE calculation? How the do we test it without knowing how you calculate DE? Figure it out ourselves? Look in someone else's formula!!! Why use w at all? What is it for!$@!#$ What it isn't good for!@#$!
...... :D :D ;D :D Title: Re: Help? Post by: DarkBeam on October 27, 2015, 10:52:21 PM Lol I think it is at least a base ;)
Title: Re: Help? Post by: M Benesi on October 27, 2015, 11:29:26 PM Ok. I did 2 formulas. Non DE, and DE.
Made s a variable, so that you can change it... also added Sphere checkbox, so you can make MengerBalls... :D Title: Re: Help? Post by: DarkBeam on October 28, 2015, 08:22:51 AM Thanks Matt it is not for me btw it will be used for sure :D
Title: Re: Help? Post by: Crist-JRoger on October 29, 2015, 09:12:53 PM DarkBeam, M Benesi, thank you guys! Nice script :love: :dink:
I used it in hybrid pseudo-kleinian. For water used terrain with small amplitude and frequency (http://pre04.deviantart.net/09c9/th/pre/f/2015/302/6/3/ancient_by_crist_jroger-d9esumu.jpg) (http://orig03.deviantart.net/c5a2/f/2015/302/6/3/ancient_by_crist_jroger-d9esumu.jpg) Title: Re: Help? Post by: M Benesi on October 29, 2015, 09:50:30 PM Beautiful water effect! I'll probably ask for a few tips later...
Title: Re: Help? Post by: 3dickulus on October 30, 2015, 02:30:33 AM @Crist-JRoger, I've wanted a nice water effect for a while but just haven't had the time to play with it, at least now I have an idea of where to start :beer:
@M Benesi, I did have a little time to hybridize a Benesi-Bulb thingy and hope to play around with that this weekend. Can I include this with the next patch update? it's a great program but doesn't amount to much without some good frag scripts. Definately thank you guys (DarkBeam too) :beer: keep the formulas flowing Title: Re: Help? Post by: M Benesi on October 30, 2015, 04:15:49 AM @3dickulus- you got it. My frags are a mess. Let me see if I can salvage something for you to work off of... working on it. Doy.. you made one. haha.. I already started cleaning up my frags.. anyway.
Have at it. Title: Re: Help? Post by: 3dickulus on October 30, 2015, 04:18:11 AM here's what I came up with, fold only, but somehow I don't think it's right ;)
Title: Re: Help? Post by: M Benesi on October 30, 2015, 05:15:25 AM Hmm.. dunno. Looks cool. I've seen similar... hahah...
Well, check out my no-DE version, attached. Pine 1 cleaned no mag. The other one is another DE, but it has lots of options which slow it down... it has the old "mag" formula instead of the quicker Transform 1 formula- and it is messy, and NOT optimized. The mag is wayyyyy slower. For the Pine 1 Cleaned no Mag... I included a rotation option, to rotate after a specific iteration. It is cool. If you do it from iteration 1 on, it does the whole fractal (well, unless I set it up wrong??!@ might have to remove the -1 part!!). If you do it from iteration 2 on.. .it rotates smaller sections. Likewise with iteration 3 on (it rotates the next size smaller bulbs and down). It will allow you to do cool things... I suppose all fractals are like that, but it really popped out at me for this one. Now, I should build on Pine 1, to allow other transforms to be thrown into the mix. I might do that (separate out the mandy portion, and do separate calls like I did in this extremely complicated script I wrote, which needs to be completely re-written!!). Anyway, try this out. Keep in mind the "actual clean a bit" frag is cleaned a bit... and it's a mess. :D Updated version in message below. I'll eventually put the other frag up again... Title: Re: Help? Post by: 3dickulus on October 30, 2015, 05:42:56 AM O0 nice and fast too, I don't have Brute-RaytracerExp.frag so using Brute-Raytracer.frag
Title: Re: Help? Post by: M Benesi on October 30, 2015, 06:23:41 AM O0 nice and fast too, I don't have Brute-RaytracerExp.frag so using Brute-Raytracer.frag Ohh.. exp is mine. Whhhooops... :D I put in some options to rotate around the camera- actually screwed up the math, but it worked good enough for me, although it didn't work the way I wanted. And.. here is an update. Includes transforms 3,4,5b as options. I don't get a lot of mileage out of my ancient 8+ year old GPU (8600m... mobile.. and not the faster one)... ahh, you know what. I don't know how to color either... ;) I wrote a few scripts.. but.. meh... Anyway.. this has options to do the other transforms (and you can see how I set it up from within the code).. runs slower, but it has options. If you remove a few of the if statements from the main loop, it will run faster. I'd do that for rendering animations. Title: Re: Help? Post by: 3dickulus on October 30, 2015, 07:14:21 AM this is how I used (modified) your fold function...
Code: uniform vec3 bscale; slider[(-2,-2,-2),(0.5,0.5,0.5),(2,2,2)] Code: void BenesiPine(inout vec3 b) {(apologies to DarkBeam for hijacking this thread :embarrass: ) Title: Re: Help? Post by: DarkBeam on October 30, 2015, 09:24:47 AM Nice job and np for hijacking since I do it all the times :beer:
Title: Re: Help? Post by: Crist-JRoger on October 30, 2015, 08:41:43 PM smooth menger rendered with global illumination
(http://orig00.deviantart.net/0809/f/2015/303/2/e/carcass_by_crist_jroger-d9ewpcq.jpg) (http://orig00.deviantart.net/0809/f/2015/303/2/e/carcass_by_crist_jroger-d9ewpcq.jpg) (http://orig00.deviantart.net/1696/f/2015/303/c/f/cube_by_crist_jroger-d9ewtfu.jpg) (http://orig00.deviantart.net/1696/f/2015/303/c/f/cube_by_crist_jroger-d9ewtfu.jpg) Title: Re: Help? Post by: M Benesi on October 30, 2015, 10:21:53 PM Can we pronounce it "Shmenger"? Because that would be awesome.
Nice renders. Title: Re: Help? Post by: M Benesi on October 30, 2015, 10:45:02 PM this is how I used (modified) your fold function... If you could, I'd comment before bscale and boffset like the following (I also changed the default values and the total range): Code: // keep scale values the same for each variable, for a more orderly fractal In Fragmentarium, if you hover over a slider or box, it does a pop up of the comment that is directly above the variable declaration. So if you hover over boffset, with the above code, it would pop up "only use x component, for a more orderly fractal". And then for the Pine part, introduce a pixel scaling part, with the y and z pixels normally set to 0, so it is more smooth. In fact, if you set it up so the y and z parts only get added in every 4-5 iterations... way cooler. UPDATE: mistake in formula below... due to optimizations (elimination of temp variables). You have to calculate b.z before b.y, because you use b.y to calculate b.z. I kept them in original order to let people know that I switched y and z in the calculation, but... really... seriously. I'll comment in the formula. Code: // just use x pixel, for most orderly fractal... I like order. Don't ever alter this ever, or the fractal will I will add a Benensi folder to the Examples collection for these frags if that's ok with you :D Implicitly. Although I would totally not mind if you spelled my name correctly, like you did in the formulas, instead of like you did above. Unless you insist on spelling it incorrectly. Which would also probably be all right, but slightly confusing. If it's all right with you, before they go all official, could I give them a once over? Just to see if there are any optimization errors. Funny- I made the EXACT same error when I was re-writing the frag yesterday.... because I used temp variables in the old version, and it just didn't work right. I was like "WTF is going on??" until I looked... O0 Title: Re: Help? Post by: mclarekin on October 30, 2015, 11:35:05 PM Bensei is right up there with transfrom and origional, as my current most common typos ;D
Code: float Cx = 0.816496580927726; float Cmagx = 0.816496580927726; float Cmagy = 0.5773502691896258; float Cmagz = 0.7071067811865475; Title: Re: Help? Post by: mclarekin on October 31, 2015, 12:08:00 AM Quote //I'd multiply the pixel outside of the loop or function call, so you don't have to do it a bunch of times... so do it here: Cx=Cx*PixelMult.x; Cy=Cy*PixelMult.y; Cz=Cz*PixelMult.z; That is a good idea. I have yet to set up Initial Conditions transforms in Mandelbulber, but when I may add the PixelMult option, cool. SO I re-arranged the BenesiFastPwr2PineTree, for easy later removal. Code: CVector3 temp = z; Title: Re: Help? Post by: 3dickulus on October 31, 2015, 12:45:06 AM If you could, I'd comment before bscale and boffset like the following (I also changed the default values and the total range): ... Implicitly. Although I would totally not mind if you spelled my name correctly ... If it's all right with you, before they go all official, could I give them a once over? Just to see if there are any optimization errors. Funny- I made the EXACT same error when I was re-writing the frag yesterday.... because I used temp variables in the old version, and it just didn't work right. I was like "WTF is going on??" until I looked... O0 Yes, comments are good. TY! sorry 'bout the fat-fingering, I would have caught it eventually 88) Not quite ready for patch v14 but soon, I've been thinking of putting the examples folder into a separate zip file for maintenance and distribution or perhaps an accessible folder on my webserver, maybe a repository that can be queried for updates? ;) at any rate I'll try to keep current with your changes, just post'em here on FF an I'll find them. I know... there's always one more tweak :) Title: Re: Help? Post by: M Benesi on October 31, 2015, 04:24:09 AM did you change to your mag constants to something like this so not to be confused with pixel component Cx, Cy Cz No, it's the way 3dickulus wrote it. I'm thinking it's maybe a bit of recycling of variables... which I've done often. You should check out some of my private (not publicly released) code....... well, not really, because it would take me years to explain all the variables, and I'd have to figure out the math again, because I didn't use a standardized nomenclature... That is a good idea. I have yet to set up Initial Conditions transforms in Mandelbulber, but when I may add the PixelMult option, cool. I thought you did something similar from your code already. Hmm.. Quote from: mclarekin link=topic=22583.msg88233#msg88233 date=14462464SO I re-arranged the BenesiFastPwr2PineTree, for easy later removal. [code CVector3 temp = z; Nice. I do need to learn Mandelbulber, to become versed in it as well.z *= z; double t = 2 * temp.x/sqrt(z.y + z.z); c *= benesiFastPwr2PineTree.constantMultiplierVect; // possibly move to IC z.x = (z.x - z.y - z.z) + c.x ; z.z = (t * (z.y - z.z)) + c.y ; z.y = (2 * t * temp.y * temp.z) + c.z;[/code] Title: Re: Help? Post by: M Benesi on October 31, 2015, 04:29:38 AM TY! sorry 'bout the fat-fingering, I would have caught it eventually 88) I was joking about my name.. hope I don't come across the wrong way.... eek... I know... there's always one more tweak :) cool. O0Title: Re: Help? Post by: 3dickulus on October 31, 2015, 04:38:06 AM Can we pronounce it "Shmenger"? Because that would be awesome. "Shmenger" gets my vote +++ Title: Re: Help? Post by: Crist-JRoger on October 31, 2015, 09:15:38 AM Ohh.. exp is mine. Whhhooops... :D I put in some options to rotate around the camera- actually screwed up the math, but it worked good enough for me, although it didn't work the way I wanted. Is that possible to use "pine with options original Brute Raytracer.frag" with DE-raytracer?And.. here is an update. Includes transforms 3,4,5b as options. I don't get a lot of mileage out of my ancient 8+ year old GPU (8600m... mobile.. and not the faster one)... ahh, you know what. I don't know how to color either... ;) I wrote a few scripts.. but.. meh... Anyway.. this has options to do the other transforms (and you can see how I set it up from within the code).. runs slower, but it has options. If you remove a few of the if statements from the main loop, it will run faster. I'd do that for rendering animations. Title: Re: Help? Post by: 3dickulus on October 31, 2015, 09:00:49 PM Yes, well, sort of...
http://www.fractalforums.com/images-showcase-%28rate-my-fractal%29/bat/ http://www.fractalforums.com/images-showcase-%28rate-my-fractal%29/dragon-t22599/ and attached is a modified frag for testing, just the default mandelbulb DE frag with Benesi's fold and pine formulas hacked and butchered until I got some viewable results, this is probably not the "correct" implementation but fun to play with. Title: Re: Help? Post by: M Benesi on October 31, 2015, 09:24:02 PM Try this. Keep in mind that I am using an old version of Fragmentarium with old raytracers.. I need to update to 3dickulus's new version.. I.. just work with the things on my desktop.
OMG.. I'm turning into my parents.. using old things because they work good enough, and I don't feel like bothering to get something new.... For whatever reason, the fractal fades in the distance... things that are far behind one section of the fractal aren't there. Ohh... raysteps wasn't set high enough. Set them higher to get the distant parts of the fractal.. I've been using non-DE because I'm used to it.. but.. anyway. Here you go: Title: Re: Help? Post by: Crist-JRoger on October 31, 2015, 09:41:19 PM Thank you very much! 3dickulus and M Benesi too! I'll try... later, now computer busy.
I use frag ver. 1.0.0, because in new versions i have troubles with using - all borders of values in sliders are locked, so i often use values over the sliders. Sometimes very large :embarrass: And i don't like auto-build when you open many frags and switch them. So, i use old software too, or not "old" - i just don't update without necessary :dink: Title: Re: Help? Post by: 3dickulus on October 31, 2015, 10:25:44 PM @M Benesi mine is sooooo wrong, sorry for making a mess of your beautiful code :evil1: and thanks for the proper DE frag :D
@Crist-JRoger I will try to apply the "No Auto Run" feature in preferences to the tab switching, but it should only be applying the last valid settings when returning to a tab ie: putting it where you left it so that settings from previous tab don't interfere with current tab. all borders of values in sliders are locked, so i often use values over the sliders. Sometimes very large can you elaborate on this a little bit?Title: Re: Help? Post by: M Benesi on October 31, 2015, 11:57:16 PM ehh.. So... I have to fiddle with Detail as I up or lower the # of iterations. Not really used to this DE thing....
The regular Mandelbulb seems to work best with a specific Detail setting, but this one you need to fiddle with... so.. any ideas? Title: Re: Help? Post by: Crist-JRoger on November 01, 2015, 12:17:22 AM I will try to apply the "No Auto Run" feature in preferences to the tab switching, but it should only be applying the last valid settings when returning to a tab ie: putting it where you left it so that settings from previous tab don't interfere with current tab. Yes, it is. But I use progressive mode and set 40-50 subframes in preview sometimes. Just long wait and i don't need to save options from every tab )can you elaborate on this a little bit? There is sliders in parameters(uniforms). It could be regulated by keyboard(very conveniently and accurately). Sometimes when you regulate slider by keyboard, current value may go beyond the out of max/min slider values. And it's cool! Because min/max valeus are conditional.For example use specular more than 2, or power in mandelbulb more than 16. It gives diversity 88) So, in latest versions this feature don't works and frag files with crazy values opens incorrectly. This is just my observation and I absolutely do not need a new version. Unless you force the program to render twice as fast ... Title: Re: Help? Post by: 3dickulus on November 01, 2015, 12:31:40 AM @Crist-JRoger I understand that on slower machines or very complicated frags this might be a good thing so I enabled "No Auto Run" globally, you have to "Build" and apply settings when switching tabs when "No Auto Run" is enabled in the preferences dialog.
The sliders were "fixed" so they only use the range specified when the uniform is created, you can just locate the slider in the frag files and adjust the min/max to whatever you like. 2x as fast? how about 10x :D I need help with this implementation from some of the larger math brains but I'm convinced this will be worth the effort... http://www.fractalforums.com/fragmentarium/ray-histogram-fusion/ edit: I have posted v1.0.14 source code (http://www.digilanti.org/fragmentarium/) with a few bug fixes and "No Auto Run" patch Title: Re: Help? Post by: M Benesi on November 01, 2015, 12:50:03 AM Sweet build 3dickulus! Runs smoother.. and faster on my archaic 8600m... :D So much smoother.
I don't know if I dare to use some of the new raytracers on it though. I want to...but I'm scared. Really scared. Ok.. going to do it. :D So.. what raytracer is the best? I switched to fast... and it seems faster... but maybe it's just because my mind is working slower. Title: Re: Help? Post by: 3dickulus on November 01, 2015, 01:49:15 AM tnx :)
in the file DisplayWidget.h you will see in the first few lines... Code: #define NVIDIAGL4PLUS DE-Kn2.frag is my preferred tracer but I always start with the default DE-Raytracer and then migrate if everything is working right. RE: v1.0.14 includes Depth to alpha is enabled via #define DEPTH_TO_ALPHA in the frag in the editor, by adding this line a checkbox will be added to the "Post" group, selecting this sends depth value to alpha channel in exr images only. Auto focus is enabled via #define AUTO_FOCUS in the frag in the editor, by adding this line a checkbox will be added to the "Raytracer" group, selecting this will bind the focal plane to the target distance. Thinking about adding a bind target to surface so the target coord is truncated to the nearest surface intersection perpendicular to eye plane center. edit: Look under the menu Edit->Insert Command->Host Preprocessor Commands Title: Re: Help? Post by: M Benesi on November 01, 2015, 03:21:00 AM Binaries man. Binaries.
Title: Re: Help? Post by: 3dickulus on November 01, 2015, 03:23:39 AM @M Benesi very strange :hmh: your frag doesn't accumulate frames in progressive mode unless Aperture has a non-zero value
B1 Aperture = 0.0 600 subframes B2 Aperture = 0.001 600 subframes wow, it's really fast btw. edit: atm I can not provide win binaries :sad1: Title: Re: Help? Post by: M Benesi on November 01, 2015, 04:56:16 AM k.. suppose I should read the thread on building it to find a freeware compiler to use.. :D
I'd switch to fast raytracer. Phenomenally fast, compared to what I'm used to, even on my 8600m (8 year old mobile GPU). The other Raytracers are commented out in this file. Aperature 0 works for me.. but I'm still on build .13, so... dunno. I'd seriously switch to fast raytracer (it's in the frag below.. but you can edit it yourself, obviously). Title: Re: Help? Post by: M Benesi on November 01, 2015, 05:04:44 AM So, i use old software too, or not "old" - i just don't update without necessary :dink: heh.... make sure you change to the fast-raytracer version, or if you have a good GPU, put in Knighty's. It's at the top of the new frag, commented: The new one is set up for Fast... to change to DE-Kn2.frag, put // in front of the Fast-Raytracer.frag include statement, and remove it from Knighty's (DE-Kn2). Code: #define providesInside Title: Re: Help? Post by: 3dickulus on November 01, 2015, 05:32:16 AM k.. suppose I should read the thread on building it to find a freeware compiler to use.. :D .... Aperature 0 works for me.. but I'm still on build .13, so... dunno. just tested my v1.0.13 and it is the same, no accumulation :hmh: edit: aha! GaussianWeight and AntiAliasScale were at 0.0 MinGW on Win7 is what I used for v1.0.13 Qt site provides Qt v5.5.1 not sure if there are any code adjustments required, the dev kit is here http://download.qt.io/official_releases/online_installers/qt-unified-windows-x86-online.exe I think it will install MinGW and QtCreator + Designer but I haven't updated since v5.3.2. With a little luck the installer will provide version and tool chain options. Once it is installed, open the MinGW command prompt, basically it's a dos window with all the paths and environment variables setup for running the compiler, change directory (cd) to Fragmentarium-1.0.14-3Dickulus folder and type ./mkmingw <enter> , this should build OpenEXR and Fragmentarium folders, you may have to adjust the paths in the mkmingw.bat file, they are set to C:\Fragmentarium-1.0.14-3Dickulus. After OpenEXR is built you can also load the Fragmentarium.pro file with QtCreator to compile the Fragmentarium project. Title: Re: Help? Post by: M Benesi on November 01, 2015, 06:21:11 AM Cool. I'll give it a try tomorrow and let you know how it turns out.
Title: Re: Help? Post by: 3dickulus on November 01, 2015, 07:14:23 AM ooops! forgot to mention you need to install CMake tool for the bat file to work :embarrass: you can get it at https://cmake.org/download/
Title: Re: Help? Post by: Crist-JRoger on November 01, 2015, 09:00:43 AM The sliders were "fixed" so they only use the range specified when the uniform is created, you can just locate the slider in the frag files and adjust the min/max to whatever you like. I know that ) but when i create the scene, there is no time to go to frag files and change default min/max values ) Just more free to use parameters(uniforms) tab.2x as fast? how about 10x :D I need help with this implementation from some of the larger math brains but I'm convinced this will be worth the effort... http://www.fractalforums.com/fragmentarium/ray-histogram-fusion/ 10x? :o :o :o Where are this glsl monsters who can do it? ))) So.. what raytracer is the best? I switched to fast... and it seems faster... but maybe it's just because my mind is working slower. See this topic to see what DE-kn2 can do :dink: http://www.fractalforums.com/fragmentarium/updating-of-de-raytracer/upd.: 3dickulus, can you create pause button in final rendering window? :whistle: Title: Re: Help? Post by: 3dickulus on November 01, 2015, 11:01:10 AM 10x? :o :o :o Where are this glsl monsters who can do it? ))) if this ... http://www.fractalforums.com/fragmentarium/ray-histogram-fusion/ ... can be implemented then 200 iteration quality from 20 iterations. upd.: 3dickulus, can you create pause button in final rendering window? :whistle: how about "Really quit?" when "Abort" is selected so you have the option to continue. Title: Re: Help? Post by: Patryk Kizny on November 01, 2015, 11:13:19 AM Quote RE: v1.0.14 includes Depth to alpha is enabled via #define DEPTH_TO_ALPHA in the frag in the editor, by adding this line a checkbox will be added to the "Post" group, selecting this sends depth value to alpha channel in exr images only. Auto focus is enabled via #define AUTO_FOCUS in the frag in the editor, by adding this line a checkbox will be added to the "Raytracer" group, selecting this will bind the focal plane to the target distance. Thinking about adding a bind target to surface so the target coord is truncated to the nearest surface intersection perpendicular to eye plane center. Does it mean that Frag already honors #ifdef statements also for uniforms? From my experience it did not in the past and I wanted to push you to implement it. I think that it makes sense to leave optional code behind ifdefs instead of runtime uniform bools. That's what I do but found that not that code-savvy users had issues with these complaining the unifroms UI were here and there but did not do anything (cause no #define... were used). Title: Re: Help? Post by: 3dickulus on November 01, 2015, 11:47:28 AM I have implemented #ifdef #ifndef #else #endif only for DEPTH_TO_ALPHA and AUTO_FOCUS #defines but this is the tedious way to do it, just getting a feel for the logic by trying a couple, requires testing for #define and parsing between #ifdef and #endif, deciding what to keep, I am looking at it and hopefully I can come up with a smooth way to deal with all cases instead of only specific ones, will have to track the #defines while parsing. The GPU compiler handles it for fragment code so my parser code should only deal with uniforms/sliders and the associated code.
Title: Re: Help? Post by: Patryk Kizny on November 01, 2015, 01:23:53 PM Gotcha.
Title: Re: Help? Post by: M Benesi on November 01, 2015, 06:15:16 PM See this topic to see what DE-kn2 can do :dink: http://www.fractalforums.com/fragmentarium/updating-of-de-raytracer/ Ahh, yeah. DE-Kn2 is pretty... need to wait to borrow some comp time on another computer to really give it a go...Title: Re: Help? Post by: M Benesi on November 01, 2015, 10:08:52 PM Update math on Shmenger sphere conversion thing to eliminate trig functions... a smidge faster.
Another update posted below. The one here has less options.. the one below lets you play around a bit more.... Title: Re: Help? Post by: M Benesi on November 02, 2015, 07:10:57 AM Meh.. well, I added a bunch of transforms to the Luca's Shmenger. :D
I made a sphere to cube transform to invert the cube to sphere transform I threw in earlier... and then I set it up so you could do specific sections of the Menger in sphere mode and then transform back to cube mode, or do the same sections in "unsphere" mode, and then go back to cube mode. This is similar to doing a rotation to the magic angle "axis", doing some stuff, and rotating back. As a matter of fact, I bet you can't guess whether I will do this with the other formulas, and add them to this as well..... :p Anyway... I suppose I should have done some renders... but I ended up playing with it for hours instead of doing a decent render. UPDATE BELOW... Title: Re: Help? Post by: Crist-JRoger on November 02, 2015, 07:17:13 AM Update math on Shmenger sphere conversion thing to eliminate trig functions... a smidge faster. it is strange but DE-ratracer do not accumulate subframes on your fractal.Code: vec3 convert3 (vec3 z) {Title: Re: Help? Post by: M Benesi on November 02, 2015, 07:48:38 AM it is strange but DE-ratracer do not accumulate subframes on your fractal. I set it to one subframe because I use the Fast-raytracer.frag because I have an 8 year old mobile GPU. However..3dickulus ran into that problem whenever Aperture was set to 0 (but found a fix): @M Benesi very strange :hmh: your frag doesn't accumulate frames in progressive mode unless Aperture has a non-zero value Had other things set to zero (probably because I used Fast-Raytracer which doesn't use these values):just tested my v1.0.13 and it is the same, no accumulation :hmh: edit: aha! GaussianWeight and AntiAliasScale were at 0.0 So just make sure these things are non-zero. @3dickulus- I still haven't done the build...but .13 is awesome. I had to figure out how to do a reverse spherical transform.. and then I messed around with it for hours. :D Title: Re: Help? Post by: M Benesi on November 02, 2015, 08:51:09 AM hmm from the Pine Tree thread.. but so 3dickulus and everyone doesn't miss it. because it's funny... It's the "sphereiteration" option in the frag. If you reverse the code so the spheric comes first, it's different.. of course. Anyway... cubes and spheres. Cool...
Pine tree frag with lolsquares. :D Will add more lolsquares functionality to it later. (https://lh3.googleusercontent.com/-s7voqcz7IKQ/VjcT5utbiXI/AAAAAAAADao/ljLIgoahV2k/s534-Ic42/lolsqer3.jpg) (https://lh3.googleusercontent.com/-KkRTGd8Lb6M/VjcTvL-TLUI/AAAAAAAADao/2vfWL6fdiTw/s366-Ic42/lolsquares.jpg) (https://lh3.googleusercontent.com/-mfbo2uSxfQ4/VjcTywo7whI/AAAAAAAADao/seXQuTxXPP8/s650-Ic42/lolsquiter3.jpg) Title: Re: Help? Post by: M Benesi on November 03, 2015, 10:03:26 PM Menger with holesphere checkbox, Menger with holesphere+unsphere checked. "Good light" preset. Click to enbiggen.
(https://lh3.googleusercontent.com/-02rPYcLWEfI/VjkfGqEh9mI/AAAAAAAADcc/T1CV6c0d7fA/s420-Ic42/holesphere.jpeg) (https://lh3.googleusercontent.com/-02rPYcLWEfI/VjkfGqEh9mI/AAAAAAAADcc/T1CV6c0d7fA/s0-Ic42/holesphere.jpeg) (https://lh3.googleusercontent.com/-dHAxSIhYPe8/VjkfGhr4MJI/AAAAAAAADcc/ITiBvRHNZWg/s420-Ic42/holespherewithunsphere.jpeg) (https://lh3.googleusercontent.com/-dHAxSIhYPe8/VjkfGhr4MJI/AAAAAAAADcc/ITiBvRHNZWg/s0-Ic42/holespherewithunsphere.jpeg) ehhh.. .UPDATED version. sorry. Put in Transform 2, and cleaned it up a bit. Left the other one... anyway. Get the "for web" one. Sort of neat to have Transform 2 to play with... Title: Re: Help? Post by: 3dickulus on November 04, 2015, 03:30:35 AM very nice, reminds me of a Clive Barker film "Hellraiser" O0
in the Examples/Benesi folder I have these files... BenesiPineFoldDE.frag MengerSmooth.frag MengerSmoothforWeb.frag MengerSmoothnoDE.frag I made some adjustments to the frag I posted earlier. BenesiPineFoldDE (http://pre04.deviantart.net/0016/th/pre/i/2015/307/d/0/messy_by_3dickulus-d9ffp0d.jpg) http://3dickulus.deviantart.com/art/Messy-570122077 modified Benesi Pine Fold Mandelbulb, for this amount of detail it is really fast :D (http://nocache-nocookies.digitalgott.com/gallery/18/9032_04_11_15_1_54_55.jpeg) http://www.fractalforums.com/index.php?action=gallery;sa=view;id=18381 Title: Re: Help? Post by: Crist-JRoger on November 04, 2015, 08:59:04 AM BenesiPineFoldDE Nice render man! :)How you did these light effects like glare from the sun on the camera? :embarrass: Title: Re: Help? Post by: 3dickulus on November 04, 2015, 03:24:40 PM in group Height_Fog...
Code: HF_Fallof = 0.25 in group Post... Code: GaussianWeight = 6 the crazy lens flare was unexpected, but nice, ...your mileage may vary :) Title: Re: Help? Post by: Crist-JRoger on November 04, 2015, 05:21:16 PM You're not kidding? Can you show the entire file, as this excerpt is not enough... I`m very interested in glare/lens effects :embarrass:
Title: Re: Help? Post by: M Benesi on November 04, 2015, 06:26:23 PM I'd make a preset at the bottom of the .frag with those that you can copy to various frags.
I'm thinking Kn2?? Which now takes about 27 seconds to compile the script I'm using... 3.7 seconds with fast. And moving around in it... I probably need a GPU that is less than 8 years old to do this... :D Title: Re: Help? Post by: Crist-JRoger on November 04, 2015, 08:59:23 PM MengerSmoothforWeb.frag
Thank you, M Benesi! (http://orig15.deviantart.net/103e/f/2015/308/b/b/frag_04_11_15_002_by_crist_jroger-d9fijfq.jpg) (http://orig15.deviantart.net/103e/f/2015/308/b/b/frag_04_11_15_002_by_crist_jroger-d9fijfq.jpg) Title: Re: Help? Post by: 3dickulus on November 05, 2015, 02:57:40 AM @M Benesi: correct Kn2, with #define KN_VOLUMETRIC, a script should compile in milliseconds, as low as 30 for simple scripts and up to a few seconds (on first run or major changes) for more complex stuff, even on my GeForce 8800GT (R.I.P)
@Crist-JRoger: attached is the script that will be in the Examples/Benesi folder :beer: Title: Re: Help? Post by: Crist-JRoger on November 05, 2015, 05:33:33 AM 3dickulus, thank you very much! Now i see that it`s geometry bug in BenesiPineFoldDE.frag, but not a godray effect :)
Title: Re: Help? Post by: 3dickulus on November 05, 2015, 05:51:47 AM geometry bug? you mean a piece of the fractal is in the way? or is it in the math?
Title: Re: Help? Post by: M Benesi on November 05, 2015, 10:25:15 AM @M Benesi: correct Kn2, with #define KN_VOLUMETRIC, a script should compile in milliseconds, as low as 30 for simple scripts and up to a few seconds (on first run or major changes) for more complex stuff, even on my GeForce 8800GT (R.I.P) You "theoretically" have 504 gigaflops... I have 90.2. So the one compiled in about 27 seconds (so it would have been about 5 seconds on yours, if we're both approaching the limits, I don't OC this one...), and normally takes about 3.872. It was probably a first run... and maybe I was doing other stuff in the background. It was... excessive. Anyway, M3D is a bit quicker... unless I make the window in Fragmentarium realllly tiny. I test formulas in Fragmentarium... then I struggle to port them to M3D, since I'm learning assembly...slowly. I've been working on creating a new tetrahedral transform. See how that ends up looking. Still haven't figured out height scaling... attempt to do that tomorrow. Attempt being the key word. After that, since the Pine Tree seems to be aligned with a stellated octahedron, someone has to do the hard transform... Luca helped me with the code for the spherical transform, and I did the unspherical transform. Definitely a nice little touch. If you switch between coordinate systems when you're doing stuff... you can change things a bit: (https://lh3.googleusercontent.com/-5wAakP__9iA/VjsfkwY5CkI/AAAAAAAADeQ/vGfCxK58YqM/s640-Ic42/square%252520big2.jpg) (https://lh3.googleusercontent.com/-5wAakP__9iA/VjsfkwY5CkI/AAAAAAAADeQ/vGfCxK58YqM/s1024-Ic42/square%252520big2.jpg) I might have altered the parameter file for the above image.. but it's a start. Title: Re: Help? Post by: 3dickulus on November 06, 2015, 04:14:11 AM It is very cool to watch this code and formula evolve, amazing work M Benesi !
btw, my current nVidia GTX760 is 2258 GFLOPS, a bargain @ $249CDN above I was referring to my old card that Fragmentarium + FuzzBunnies = cooked :( Would assembler output of fragment code be helpful when migrating from frags to M3D? when you compile Fragmentarium from source you can set a #define in DisplayWidget.h that will enable "Shader Asm" entry under the "Edit" menu. This is only for nVidia cards that handle at least GLv4+. It shows the shader as GPU assembler code, I know, it's not CPU asm but it may give some insight as to the structure, flow and perhaps some of the math calculations. F v1.0.13 may also have a few bugs re: shader compilation and log widget management, Patryk also pointed out a filename extension bug that has since been fixed. ( ty Patryk ) Title: Re: Help? Post by: M Benesi on November 06, 2015, 05:58:57 AM Thanks!
Your card might be a teeeeenny bit faster than mine... Don't know if my 8 year old 8600mobile can handle GLv4... "Full OpenGLŪ support, including OpenGL 2.1" hahahaha.... I do have access to another computer, with I think an 840m, so I should be able to compile on that and grab the ASM. It's worth a gander, at least for the fun of doing a build. Good project for a bit later. Had some math ideas today... Title: Re: Help? Post by: 3dickulus on November 06, 2015, 06:09:51 AM don't grab the source code until you are ready to compile as there may be fixes or features between now and then ;) and my Win box seems to be acting normal? so I may provide a win exe soon.
Title: Re: Help? Post by: M Benesi on November 06, 2015, 07:39:19 AM k... I am currently having a major duhh moment with some math. So.. no rushes! :D
Title: Re: Help? Post by: DarkBeam on November 06, 2015, 12:48:03 PM Given I don't understand how your spheric works (explanation? :D )
I think a tetra to sphere should be like: p.xyz *= ((1+disttotetra)/sqrt(1+x*x+y*y+z*z)) disttotetra should be the minimum distance of four axis arranged in a tetrahedron like min(x;a*x+b*y;-a*x+b*y;...) now find the rest :D Title: Re: Help? Post by: M Benesi on November 06, 2015, 08:32:33 PM Given I don't understand how your spheric works (explanation? :D ) Square part (not whole cube!) that "squares the circle" on the x axis (click to enbiggen):(https://lh3.googleusercontent.com/-v3yKU0gPhzs/Vjz6k7f-_wI/AAAAAAAADfE/kcsbb-RlIZ0/s480-Ic42/Untitled.jpg) (https://lh3.googleusercontent.com/-v3yKU0gPhzs/Vjz6k7f-_wI/AAAAAAAADfE/kcsbb-RlIZ0/s0-Ic42/Untitled.jpg) The rest can be worked out from the inverse functions page on Wikipedia, (https://en.wikipedia.org/wiki/Inverse_trigonometric_functions) or you can do it geometrically with the Pythagorean theorum... (theta= atan2(y/x) if you're doing the inverse function thing! I can explain it further later, if you want) Title: Re: Help? Post by: DarkBeam on November 06, 2015, 08:41:54 PM You can open a new thread ;) please do... it is very interesting
Title: Re: Help? Post by: M Benesi on November 06, 2015, 08:45:48 PM k... a bit later. In what section should we put the thread??
Should the thread by titled "Explanation of transforms"... I also have to do a sphere to conic transform today for part of the tetrahedral transform! Title: Re: Help? Post by: DarkBeam on November 07, 2015, 12:01:14 AM BenesiSpheric is a good title 8)
I can move it later somewhere 8) Title: Re: Help? Post by: M Benesi on November 07, 2015, 12:47:35 AM hahhaha...k. O0
Title: Re: Help? Post by: M Benesi on November 07, 2015, 09:27:42 AM Still stuck on some math Luca.. getting to the stuff you requested. This can be a general help thread... with mods (like you... :D) splitting things off into appropriate sub threads as needed???
My list is: 1) conic section for tetrahedral 2) compress [T1, uncircle, pine tree, circle] into one formula (so it doesn't take up so many tabs) 3) add "every nth iteration" option to that formula... maybe... 4) explain circle/square math more 5) clean garage (lol... should be relaxing) 6) write out math for IQ z^2 algebraic version, and... remind me if I forget stuff. 6) //done Seems same as pine tree, on a different axis, and x and z components are not switched... (https://lh3.googleusercontent.com/-mg3ro2ugCrc/Vj2yi4qrKEI/AAAAAAAADgg/vcPsSTsqii0/s640-Ic42/squaresss.jpg) (https://lh3.googleusercontent.com/-mg3ro2ugCrc/Vj2yi4qrKEI/AAAAAAAADgg/vcPsSTsqii0/s1024-Ic42/squaresss.jpg) Was it IQ bulb?? Tired.. have to look again tomorrow, but I think it's: UPDATE... fix math that I thought of after I turned off computer: Code: sq_r := sqrt(x*x+y*y+z*z) Title: Re: Help? Post by: Crist-JRoger on November 08, 2015, 08:10:37 AM geometry bug? you mean a piece of the fractal is in the way? or is it in the math? I think it is a "feature" of fragmentarium. It looks like half-transperent pixels, maybe from source code, maybe from specific parameters. You can see that when enable hard shadows - they are hey are not equal, curves, broken, crazy banding. Or shadows appear where they do not exist in reality.So now i see that height-fog(god rays) also interacts with these parts :) Title: Re: Help? Post by: 3dickulus on November 08, 2015, 09:16:14 AM hmmm, was not looking at technical aspects just "the look"
when I turn dither off and maxraysteps down to the point where the fractal is not rendered I get this... Title: Re: Help? Post by: Crist-JRoger on November 08, 2015, 10:48:44 AM Yeah! That's what i say )
One person has used this technique in their works. Maybe you know him? https://www.flickr.com/photos/lagardo/7983838924/in/pool-fragmentarium/ https://www.flickr.com/photos/lagardo/17396000782/in/pool-fragmentarium/ Title: Re: Help? Post by: M Benesi on November 11, 2015, 06:42:41 AM So... this is a streamlined frag- I finally got the polyhedronized Menger to work- it only has 2 platonic solids, but you can do other polyhedra... just not the more complicated ones yet!
I'm going to do an updated version later, that allows you to do some of the neat tricks you can do with the simpler cube/spheric Menger I released last week, but instead of cube/spheric, it will be polyhedra/spheric. Maybe allow 2 polytypes per thingy, so we don't have to calculate angles every iteration. Anyway.. here is the prototype. Give it a whirl. Pretty simple for now: allows you to change the number of faces of the Menger. The polyhedral transform might be interesting to blend with the T1 pine tree fractals... or maybe just with the blended Menger. Title: Re: Help? Post by: M Benesi on November 11, 2015, 07:18:20 AM lol...
(https://lh3.googleusercontent.com/-qVdpOOYJ9l8/VkLcxe8P_JI/AAAAAAAADoA/PtYr2IWIkjc/s720-Ic42/lol.jpg) Someone else can try this frag. My 8 year old mobile GPU can't handle it. :D I am going to get the Pine Tree to allow at least one polyhedral transform... It doesn't need quite so many options. I could actually make it only have symmetric number of side polyhedra... I suppose. Anyway, maybe this will work for someone else... with a real GPU. I can streamline it for mine, but the hilarity was a bit too much...so I had to post it. :D Note, the polygon/polyhedral parts might be in the wrong order. I forgot to check... so... maybe look.. but it might not be correct. In fact.. that might explain one of the problems I had earlier (before I got this awesome error). Title: Re: Help? Post by: mclarekin on November 11, 2015, 07:28:04 AM This one sounds really interesting ;D I watch with interest.
BTW: Why const float pi=2.*1.570796326794897; instead of simply 3.14.....? Summary of Mag Transforms, I needed to put in some code to catch exception zero errors and wonder why .frags and m3f files don't seem to need them? With DE I found T1 worked with DeltaDE, logDe and linear DE T2 with LogDE and Delta DE The T3,T4 & T5B were all DeltaDE only. That is when running them by themselves to bail out. When you run them for a single iteration amongst other transforms, the image deteriorations is a lot less. I am about to finally code the spheric unspheric transforms. I am looking forward to testing them out. ;D Cheers Title: Re: Help? Post by: M Benesi on November 11, 2015, 08:27:36 AM This one sounds really interesting ;D I watch with interest. hahah.. overloads my little old GPU. It's.. something a bit new. Needs to be ported to M3D so I can do some neat renders with Pine Tree, combined with it. :DBTW: Why const float pi=2.*1.570796326794897; instead of simply 3.14.....? Ohh.. sheesh. That was me being too lazy to grab Pi to a few digits when I already have pi/2. :DSummary of Mag Transforms, I needed to put in some code to catch exception zero errors and wonder why .frags and m3f files don't seem to need them? frags avoid them for the most part- although if you look straight on down the z?? axis of certain things, they disappear. I was thinking maybe it's a division by zero thing. I used to have to catch /0 in ChaosPro too... it's nice not to worry about it. With DE I found T1 worked with DeltaDE, logDe and linear DE Hmm.. I don't know. I usually use them mixed once or twice with other transforms anyway- I find that even if you brute force render (no DE), applying T2+ too many times rips the fractal apart. Just every 2-4 iters. T2 with LogDE and Delta DE The T3,T4 & T5B were all DeltaDE only. That is when running them by themselves to bail out. When you run them for a single iteration amongst other transforms, the image deteriorations is a lot less. Same with the unspheric/spheric transform. I like doing it every few iters. :D Have fun with them. It's cool to have the cubes in the Mandies... In fact, we can make the old school 2d Mandelbrot squarey every 3 or 4th iteration with them too. :D I don't know that I've seen that before. hmm... Title: Re: Help? Post by: 3dickulus on November 12, 2015, 08:06:08 AM Got it working with DE-Kn2.frag, had to comment out unPolyhedronator()
jff: compiled shader program turns into about 15600 lines of GPU assembler ;) Title: Re: Help? Post by: M Benesi on November 12, 2015, 09:37:59 AM It even stopped your beast! :D
I ended up commenting out a bunch of the spheric options, and consolidating polyhedronator with polygonator and spheric, so it took out enough branch paths that I could compile it. I thought I uploaded the frag here, but.. I might have spaced it. I was working on fixing the tetrahedron (it is a tetrahedron, but not regular like the Sierpinski, which I wanted to blend the Menger with when I had a good working transform between the 2 shapes... might be silly, might not work.. but... ehhh... why not try?). My code ended up looking like.. well, like the stuff I put in the "Circle" thread in the math section. I can't tell if I should scale by sqrt(2) or not... it looks right.. but.. Anyway, the following has a "fullpolytest" section, trying to fix the tetrahedron scaling problem without doing it the right way, which would be to specify faces, and scale individual parts of the sphere, instead of the way I'm doing it. I think. I flunked out of math class, smashed keyboards like a monkey, and cool stuff happened. ;) Working on a 4d Transform1 (well, have one ready for M3D- doing a comparison shot). The various transforms can be scaled up to higher dimensions relatively easily, since the rotation towards the magnitude axis is pretty straightforward, all of the transforms are pretty easily translated to higher Ds (so is the bulb, but it just doesn't seem to work as well, for whatever reason), so the Menger Sierpinski hybrid will wait a bit.. unless someone else does it. Here is the frag in progress. Title: Re: Help? Post by: M Benesi on November 21, 2015, 07:26:02 AM Have I told you your usage of lighting is awesome, 3dickulus? If I forgot to let you know, consider this a notification. ;)
So.. I drew a bunch of lines on paper and came up with how to do a stellar coordinate transform (you know, like the polygonal transform). You can adjust the pointyness of the star with starangle. I forgot to set it in the frag!! So will correct that now. Around 1.25 rad works good for a pentagon. I suppose you could look up what the official regular star polygon angles are.. if you want. It's an idea... anyway... I'll fix the frag in a minute. I didn't play with it yet.. besides making a star for us... if only someone with awesome lighting skills could combine a star with say.. a pine tree looking pine tree Mandelbulb before xmas... I think one could go on one of these fir Mandelbulbs...: (https://lh3.googleusercontent.com/-8Yp-G_mpt5w/Vk6j8LwCE2I/AAAAAAAAD1U/NEcF7v6_180/s440-Ic42/xmas%252520tree%2525202.jpg) (https://lh3.googleusercontent.com/-5flr4Zcy4Bg/VlAM6xTUb3I/AAAAAAAAD18/Xa1FEgEXkj8/s360-Ic42/jewymcjewstar.jpeg) The frag is a work in progress.. just the rough file with the polygon (not polyhedral) star transform. LOL... update after whoever downloaded it to add polyhedron stellation Title: Re: Help? Post by: 3dickulus on November 21, 2015, 07:53:17 AM ty :D I am grateful for your math skills :beer: it would look very dull without them :-\
a festive scene would be nice... Title: Re: Help? Post by: M Benesi on December 04, 2015, 08:17:13 AM Updated Smoooooth Menger. Use with the newest texture sample coloring (coloring thread) if you want to make it look awesome. The presets are cool... with the new texture sample coloring and the right images to sample for colors.
Can make a Menger that looks like a machine with pistons- think I saw someone do something like this before (moving piston Menger) but I could be wrong. Anyway, here are a few images, from the "Eagle" preset, use with the new coloring formula (grab fast-raytracer.frag from the coloring thread, and put it in your include directory), and a texture I'll point you towards. If you alter orbitAdd1, it will move stuff around. Well.. alter stuff. Uncheck orbitCut to do different stuff (smoother). Various iteration things allow you to pick which iteration to apply effects. (https://lh3.googleusercontent.com/-_ksjUvCmsIQ/VmE6dGekRpI/AAAAAAAAD-A/sFI0HZLAYO8/s400-Ic42/eagle%252520redo2.jpg) (https://lh3.googleusercontent.com/-_ksjUvCmsIQ/VmE6dGekRpI/AAAAAAAAD-A/sFI0HZLAYO8/s0-Ic42/eagle%252520redo2.jpg) (https://lh3.googleusercontent.com/-dsbD8Uy0VN4/VmE6dmi83PI/AAAAAAAAD-E/Y_fDzvTEq3E/s400-Ic42/eagle%252520redo3.jpg) (https://lh3.googleusercontent.com/-dsbD8Uy0VN4/VmE6dmi83PI/AAAAAAAAD-E/Y_fDzvTEq3E/s0-Ic42/eagle%252520redo3.jpg) (https://lh3.googleusercontent.com/-xZQjsVdRJM4/VmE6cU0sw7I/AAAAAAAAD90/7NCCGVEpBC0/s400-Ic42/eagle%252520redo1.jpg) (https://lh3.googleusercontent.com/-xZQjsVdRJM4/VmE6cU0sw7I/AAAAAAAAD90/7NCCGVEpBC0/s0-Ic42/eagle%252520redo1.jpg) Be careful.. last one has sparks coming off it. Who knows... Use this image for coloring the eagle preset, and comment on their Deviant Art page if you use it... http://hauntingmewithstock.deviantart.com/art/Glitter-Glow-Texture-IX-99931998 Title: Re: Help? Post by: Crist-JRoger on December 04, 2015, 03:09:46 PM Thank you very much! Cool :beer:
Need to test it! Title: Re: Help? Post by: M Benesi on December 05, 2015, 12:22:32 AM Here is a Pine Tree... with a bunch of added features. Can do things like the following (that I did with M3D... because my GPU is 8 years old... will try on another computer someday):
(https://lh3.googleusercontent.com/-q4KB9eF-3Ds/VmInCHV7SlI/AAAAAAAAD-o/AhunJZMkqU0/s400-Ic42/floral%252520big%252520AO%252520wlight1.jpg) (https://lh3.googleusercontent.com/-KeSFnH_1sb0/VmIn7LEVLuI/AAAAAAAAD_A/IxYNvUr4_n8/s400-Ic42/floral%252520big%252520AO%252520wlight1%252520hard%252520shade.jpg) (https://lh3.googleusercontent.com/-KeSFnH_1sb0/VmIn7LEVLuI/AAAAAAAAD_A/IxYNvUr4_n8/s1280-Ic42/floral%252520big%252520AO%252520wlight1%252520hard%252520shade.jpg) I know.. I know. Don't make flowers. (https://lh3.googleusercontent.com/-bwzJPeO-PTc/VmVHPx35kSI/AAAAAAAAD_c/-uREOFAqQH4/s640-Ic42/j2222.jpeg) Title: Re: Help? Post by: Crist-JRoger on December 07, 2015, 06:32:05 PM test with DE-Kn renderer and texture image from chaotica :dink:
(http://pre00.deviantart.net/197c/th/pre/f/2015/341/0/c/textured_smooth_menger_by_crist_jroger-d9jcm2o.jpg) (http://orig05.deviantart.net/1814/f/2015/341/0/c/textured_smooth_menger_by_crist_jroger-d9jcm2o.jpg) Title: Re: Help? Post by: M Benesi on December 08, 2015, 12:09:35 AM Wow... the glass look is cool.
You just copy the coloring to DE-Kn and fiddle with transparency? Title: Re: Help? Post by: Crist-JRoger on December 08, 2015, 07:03:33 AM Yes, just copied your code. There is no transparency in DE-raytracers. Yet :embarrass:
It's optical illusion ) Title: Re: Help? Post by: M Benesi on December 09, 2015, 02:47:40 AM Cool. Transparency is on the list then.. :D
Title: Re: Help? Post by: 3dickulus on December 09, 2015, 03:06:41 AM I've made a few adjustments in the texture loading code, was RGB only but really simple to make it RGBA, with DEPTH_TO_ALPHA you could store the depth values in the texture and easily read them in you fragment code ;) or just use it for masking or overall translucency :) , currently only possible in the linux version until I sort out EXR load on windows, but still... could make it possible for png format files?
Title: Re: Help? Post by: M Benesi on December 09, 2015, 05:34:30 AM dunno.. Something I just noticed is that I can only load one sampler2d (texture) at a time.
I'm working on implementing a heightmap (beyond what I already will attach to this post) function to use textures, per Crist's request, and when I try to load a second texture, it says it can't find it... anyway, that's for the future. :D For now, I need to work on creating the right map for the textures, since I removed the one map that would work (https://en.wikipedia.org/wiki/UV_mapping) and need to reimplement it so it works better for CJR. (https://lh3.googleusercontent.com/-N2BMlFXFGFM/VmeqKAGBmtI/AAAAAAAAEAI/JNXENlSUM50/s400-Ic42/bumptest1.jpeg) (https://picasaweb.google.com/103496528720991269557/December2015) It'll be cooler when it's done. ;) UPDATE... after first 3 downloads hMapType 0, with iteration =1 will let you play around with a height map a bit. Need to fix it up a bit, of course, but this is a basic version for you CJ. With the skull from M3D for a heightmap: (https://lh3.googleusercontent.com/-jU6QYBlBCHc/Vme2tdE7qfI/AAAAAAAAEAY/kaJmO8LRqvY/s512-Ic42/bumpte6.jpeg) Title: Re: Help? Post by: 3dickulus on December 09, 2015, 06:10:31 AM dunno.. Something I just noticed is that I can only load one sampler2d (texture) at a time. IBL-Raytracer.frag:uniform sampler2D Background; file[Ditch-River_2k.hdr] IBL-Raytracer.frag:uniform sampler2D Specular; file[Ditch-River_2k.hdr] IBL-Raytracer.frag:uniform sampler2D Diffuse; file[Ditch-River_Env.hdr] this one seems to work with 3 ? ( + front and backBuffer makes 5) when parsing the source at build time a list is created of texture names -> texture IDs as each is loaded, filenames w/o full path are expected to be in Examples/Include/ folder IBL-Rt functions as expected so not sure if I can help. (unless this does) Title: Re: Help? Post by: Crist-JRoger on December 09, 2015, 06:23:11 AM M Benesi, thank you very much! Can't wait for going home, I'll try to play with it on i3 hd2500 ;D
Title: Re: Help? Post by: M Benesi on December 09, 2015, 06:26:34 AM Don't know what is going on:
Code: Setting texture to: C:/Documents and Settings/Amintor/Desktop/Fragmentarium-1.0.13-Qt_5_3_2_MinGW/glitter_glow_texture_ix_by_hauntingmewithstock.jpg I'll mess around and let you know what turns up. In other news, it's easy to beat on a Menger: (https://lh3.googleusercontent.com/-AQQSZlzaiGo/Vme7SgVNGKI/AAAAAAAAEA0/OpkBL6IdWxo/s400-Ic42/bumpte7.jpeg) (https://lh3.googleusercontent.com/-AQQSZlzaiGo/Vme7SgVNGKI/AAAAAAAAEA0/OpkBL6IdWxo/s1024-Ic42/bumpte7.jpeg) Title: Re: Help? Post by: 3dickulus on December 09, 2015, 06:44:43 AM there are spaces in the path name "C:/Documents and Settings..."
try moving Fragmentarium-1.0.13-Qt_5_3_2_MinGW folder to the root of the drive C:/Fragmentarium-1.0.13-Qt_5_3_2_MinGW and rename the files in the sampler2D sliders accordingly... or in the sampler2D declaration in the frag file Qt is supposed to handle file naming conventions across platforms, maybe I should add some quotes to the name string. this doesn't affect frag files as the default bulb is in "Historical 3D Fractals" folder but sampler might be picky? just a hunch ;) cool 1000th post uhm, yeah that's probably not it, should go to sleep now... post me the frags and I'll see if it's something with the parser.... :ugly: :snore: Title: Re: Help? Post by: M Benesi on December 09, 2015, 07:43:46 AM happy 1000th... :tongue1:
I'll try different paths tomorrow or the next day. I tried it with complete paths, it still finds the one, but doesn't find the other. Both of the textures are in the same directory.... Tried loading them both from the raytracer, still dropped the one texture. Tried using the same texture for both... still dropped the one. So... meh. Don't check it tonight, but you can just add a uniform shader2d blah; file[...] to a frag, and it tells me it can't find it after I pick a texture and do a build. The texture doesn't even have to point to anything. Title: Re: Help? Post by: 3dickulus on December 09, 2015, 03:11:29 PM add another sampler2D... not found
add entry for sampler to preset... not found actually use it in code... found ;) if something is declared but not used it gets optimized out of the source by the GPU compiler, Fragmentarium parser is unaware of GPU compiler optimizations so... declaration only is not enough, it needs to actually get used, hmmm a little sleep does wonders 88) edit: at least I think that's what's going on because ... Code: int l = shaderProgram->uniformLocation(textureName); will perhaps update the error message... if foundInSource && !foundInProgram = found unused sampler ... to reflect this Title: Re: Help? Post by: Crist-JRoger on December 09, 2015, 07:22:53 PM First results on fast raytracer
1-clean, 2-height map , 3-height map with other detail and fudgefactor (http://pre03.deviantart.net/2998/th/pre/f/2015/343/0/a/heightmap_none_by_crist_jroger-d9jk7y3.jpg) (http://orig01.deviantart.net/5894/f/2015/343/0/a/heightmap_none_by_crist_jroger-d9jk7y3.jpg) (http://pre10.deviantart.net/36bc/th/pre/f/2015/343/5/4/heightmap_1_by_crist_jroger-d9jk851.jpg) (http://orig03.deviantart.net/2612/f/2015/343/5/4/heightmap_1_by_crist_jroger-d9jk851.jpg) (http://pre00.deviantart.net/15b4/th/pre/f/2015/343/d/8/heightmap_02_by_crist_jroger-d9jk86r.jpg) (http://orig11.deviantart.net/020a/f/2015/343/d/8/heightmap_02_by_crist_jroger-d9jk86r.jpg) testing with DE-Kn in process :) too much variables, i think a half is enough ) M Benesi, bumpmapping could just repeat texture - so maybe for this process needs one tab with texture parameters? But this script really interesting for play. As far as I understand, you want make distortion offset by other texture? Title: Re: Help? Post by: M Benesi on December 10, 2015, 12:43:02 AM add another sampler2D... not found add entry for sampler to preset... not found actually use it in code... found ;) if something is declared but not used it gets optimized out of the source by the GPU compiler, Fragmentarium parser is unaware of GPU compiler optimizations so... declaration only is not enough, it needs to actually get used, hmmm a little sleep does wonders 88) edit: at least I think that's what's going on because ... Code: int l = shaderProgram->uniformLocation(textureName); will perhaps update the error message... if foundInSource && !foundInProgram = found unused sampler ... to reflect this Ha. Yeah- a different error message would have made it a bit more clear. So, my solution is to "use" the sampler after loading it so it is persistent. It seems to work! Updated heightmap a bit... fixed it so the add-in at the end adds to all of z... anyway, old bad code is commented out. Time to walk dog! Another beaten Menger: (https://lh3.googleusercontent.com/-7UFvLCVaOxo/Vmi8QEz5E4I/AAAAAAAAEBI/WFKWfdMu4U8/s512-Ic42/bumpte8.jpeg) Title: Re: Help? Post by: M Benesi on December 10, 2015, 02:42:18 AM First results on fast raytracer :D 1-clean, 2-height map , 3-height map with other detail and fudgefactor testing with DE-Kn in process :) too much variables, i think a half is enough ) I was thinking about various ways to do that. Not sure if I want to get rid of the extra variables either- they are used for other stuff, not for the basic bumpmap though. Might split up the "bumpmap" stuff to a different tab, and then the other options in their own tab to clean it up a bit. M Benesi, bumpmapping could just repeat texture - so maybe for this process needs one tab with texture parameters? But this script really interesting for play. As far as I understand, you want make distortion offset by other texture? I wanted to be able to use different textures for the heightmaps... ;) Title: Re: Help? Post by: M Benesi on December 10, 2015, 03:08:50 AM All right. Now I can load both textures, it doesn't say it dropped one, but if you load a second texture for the heightmap, it drops the coloring texture!@$!@$#!@#$!@$
If you build when both textures are yellow (highlights them yellow when you're supposed to do a rebuild), you can use both textures. It's easier, obviously, with the second texture in the textures tab. I'm thinking about having a separate textures tab in the raytracer for all of the textures to be loaded at once (coloring texture, heightmap texture, marquee texture** implemented later....). Title: Re: Help? Post by: Crist-JRoger on December 10, 2015, 04:36:52 AM Knighty's DE :dink:
(http://orig08.deviantart.net/3a7c/f/2015/343/6/a/frag_09_12_15_by_crist_jroger-d9jm512.jpg) (http://orig08.deviantart.net/3a7c/f/2015/343/6/a/frag_09_12_15_by_crist_jroger-d9jm512.jpg) Title: Re: Help? Post by: 3dickulus on December 10, 2015, 04:47:00 AM O0
Title: Re: Help? Post by: M Benesi on December 10, 2015, 05:34:46 AM lol.. I'm going to have to try this out on a modern GPU!!
Title: Re: Help? Post by: M Benesi on December 10, 2015, 09:23:21 AM When loading textures, you need to load both the coloring texture AND the heightmap texture at the same time, or it doesn't work (so before you build, make sure to reselect both textures, or it will either not use the coloring texture, or it will not use the heightmap texture).
HeightIter: when to apply it; set higher, and set speed to quick, strength to low... to make the fractal a bit burnished.. HeightStrength: strength of heightmap. // going to add a second one for the second iteration, so strengths are independent... hTextureOffset: Starting offset in texture to map from... hTextSpeedMult and hTextureSpeed: assign the speed of texture rotation. hscale: how much of r,g,b components of texture do you want? first 3 are r,g, and b, last variable is combined. So if you have textures that use specific heights for red, green, and blue components, you can determine how much you use. MapType 0: assign speed of texture rotation with texture speed and texture multiplier. Move it around with texture offset variables. MapType 1: Assign speed using tsides and tsides2 (*based off of a polyhedral formula), texture speed, and texture multiplier. Use offset variables and HeightStrength too. MapType 2: use current z orbit values to assign location in texture for height map pick. horbitTexX contributes to the x coordinate in the texture, horbitTexY contributes to the y coordinate in the texture. MapType 3: uses orbitTrap values to assign location to use in texture. .... (https://lh3.googleusercontent.com/-0nEJ84e1j4A/VmkyglbqdkI/AAAAAAAAEBo/pX8_9kyj1yY/s400-Ic42/bumpte10.jpeg) (https://lh3.googleusercontent.com/-rjG6E47ZZOU/VmkygD21zsI/AAAAAAAAEBs/NgQE6PnzyTw/s400-Ic42/bumpte11.jpeg) Title: Re: Help? Post by: Crist-JRoger on December 10, 2015, 09:42:33 AM lol.. I'm going to have to try this out on a modern GPU!! i overclocked my gtx660 in bios ;DTitle: Re: Help? Post by: M Benesi on December 10, 2015, 08:42:38 PM Hi! I have a little question for you. Can you set distortion completely repeated picture of texture? I mean the full march of relief and coloring. Thank you! The patterns don't match up perfectly inside the fractal (just on certain faces!)... I think it's because the Menger switches orientation as the calculation proceeds. On second thought.. maybe need to use the same orbitTraps for both. Will UPDATE later... UPDATE: Forgot to post it! I didn't figure out the orientation problem yet. I'll post the Menger and raytracer here, but the coloring only aligns perfectly in certain cases. With the Menger, I'm assuming that interior orientations are switched around as the x,y, and z coordinates are selected from, since the z coordinate is the one the majority of operations are performed on (although I should probably look at the math of this version before I go making statements like that.... will later). I wrote another version of the Menger sponge a LONG time ago that didn't use the orientation optimizations that Knighty, Kali or maybe msltoe?? (I forgot who did it, I apologize!) introduced. It calculated EVERY single part of the whole cube individually, which means that it preserves orientations. Hahaha... whoever thought that my old clunky non-optimized formula would be useful? I'll dig around. For your amusement: Code: rmin=minRadius; So... it'll take a bit of editing and rewriting. Actually, I think there might be some other old Menger code around here that doesn't use the abs(z) optimization.. but maybe not. I didn't see it when I did a search. Anyway- the point is that for the Menger, I need to rewrite the whole thing in order to see if preserving orientation helps. We'll see... A couple things (about the updated version... which isn't attached now because I have a few things to fix): 1) orbits are trapped on the coloring iteration for texture based coloring, so you'll have to capture color orbits on the same iteration as you're doing the height map (use trapmode switch in the Menger tab, and set coloring iterations to 0 to try it out in the following frags) 2) I re-wrote the raytracer and Menger so that the maptypes are the same, HOWEVER, it won't allow you to load the same texture twice (maybe some "streamlining" in the compiler) unless you rename the 2nd texture as another name... You can click the "trapmode" option in the Menger tab, set color iterations to 0, heightIter=1, and match your texture and heightmap settings if you want to try to align coloring with the heightmap in the code I am attaching (including fast-raytracer.frag). Turn off trapmode, and set coloring iterations= 1 less than height iterations if you want to match them up in different ways. For some reason mapmode 0 doesn't match when color iterations !=0, trapmode is not set, and heightIter=coloriterations+1, but mapmode1 does.... so... :shrug: Title: Re: Help? Post by: M Benesi on December 10, 2015, 09:18:51 PM i overclocked my gtx660 in bios ;D yeah... my 8 year old mobile GPU isn't known to be OC friendly. ;) In fact, there were a bunch of recalls because of heat issues with it... anyway... overclocking it wouldn't do much. |