Title: Coloring Post by: M Benesi on November 14, 2015, 01:28:36 AM Is there a decent coloring implementation? I'm working on something to build onto.... but don't want to recreate the wheel.
Never mind. Found it :D Title: Re: Coloring Post by: Patryk Kizny on November 14, 2015, 02:28:18 PM Can you share? I am about to get nicely into that.
Title: Re: Coloring Post by: M Benesi on November 14, 2015, 08:02:41 PM Can you share? I am about to get nicely into that. I horde my toys, and taunt others with them from my ivory tower because I'm a greedy beautiful person. :pSo problem is, I was wrong when I said I found what I wanted. A couple years ago, Kali implemented a coloring algorithm (http://www.fractalforums.com/fragmentarium-b210/coloring-add-on-t14522/) that worked for certain fractals... but it wasn't exactly what I wanted. The clunky one I made, that's also in that thread, was sort of what I want, but way to complex, not sure about the math in it, and slow on my ancient GPU (might work fine for you). However, I wanted something more streamlined, so ended up adding something to the fast raytracer, and Kn2 .. which I'm working on. I didn't do the math correctly, and I'm trying to fix it before I put it out here. Title: Re: Coloring Post by: M Benesi on November 14, 2015, 09:35:18 PM Ok. Done. Fixed it a bit. Needs a bit of clean up... and maybe a few more colors. I'm going to look at other palette editing code for a more generalized palette generation scheme.
Add this code to your raytracer, replacing the existing getcolor() function, and adding the "palette" tab. Maybe remove the old coloring scheme, since it... well. I don't know. Keep it if you want. I only put a couple colors in for now. You can see how to add and balance them from the following. It took me a while to figure out the extremely simple math to blend the colors.. for whatever reason I had problems with it. I'm thinking about adding in a sharp color option, so the color change is discrete, instead of smooth. Ok.. did it... UPDATED Frags have "sharp" option added, and so does the code below. ummm updated again... wanted to specify Sharp0to1, so people understand the range.... and changed the default preset in Mandelbulb.frag, and pine tree's lolcolors preset. Code:
lol... colors: (https://lh3.googleusercontent.com/-BZINBXoaf10/VkeoS23GeOI/AAAAAAAADvc/Ih96EIXrUWM/s512-Ic42/knighty23palettespeed.jpeg) Title: Re: Coloring Post by: mclarekin on November 14, 2015, 11:52:16 PM Very nice colouring. Cool I want more control over coloring. I did some simple experiments with two orbit traps, axis bias and color sampling from within the loop, but then got sidetracked by benesiMag, so I watch with interest your developments. O0 O0
Title: Re: Coloring Post by: M Benesi on November 15, 2015, 01:49:14 AM The "niceness" of the coloring is due to the fractal formula... not the coloring formula... unfortunately.
It's easy to color the T1 pinetree.... ;) Title: Re: Coloring Post by: Crist-JRoger on November 21, 2015, 08:49:57 PM M Benesi, thank you very much! This is nice color palette :)
(http://orig15.deviantart.net/e8a4/f/2015/325/1/0/new_orbit_color_by_crist_jroger-d9hibzs.jpg) (http://orig15.deviantart.net/e8a4/f/2015/325/1/0/new_orbit_color_by_crist_jroger-d9hibzs.jpg) Title: Re: Coloring Post by: M Benesi on November 21, 2015, 11:10:05 PM Pretty!
We can save a few generalized presets for the formula as well... and if you want to add more colors to it.. ;) Title: Re: Coloring Post by: Crist-JRoger on November 30, 2015, 06:44:13 PM Really nice and simple for using! Much better than 'standard' orbittrap coloring.
(http://pre08.deviantart.net/7f2b/th/pre/f/2015/334/d/4/skyscraper_by_crist_jroger-d9ikl9b.jpg) (http://orig09.deviantart.net/1177/f/2015/334/d/4/skyscraper_by_crist_jroger-d9ikl9b.jpg) Title: Re: Coloring Post by: M Benesi on November 30, 2015, 07:38:58 PM That looks cool, and it's not the coloring. :D
So... anyone else think of palette imports? I have to find my old code for that so I don't have to figure it out from scratch again! I'll find it. You might like it.... Title: Re: Coloring Post by: 3dickulus on December 01, 2015, 03:01:50 AM something I fiddled with some time ago with interesting results ;)
http://www.fractalforums.com/index.php?topic=16963.msg65092#msg65092 personally I like colors derived from math functions or representative of some mathematical aspect of the fractal, I think it lends character to the object, but palettes can be applied creatively too :) Title: Re: Coloring Post by: M Benesi on December 01, 2015, 07:31:21 AM lol.. we need to add Domain Coloring to this. I just grabbed a color swatch off the net to use as a palette for this image projection coloring scheme (added on to the palette one). So.. that's even more of a palette... :D
It doesn't work all that great with the bulb types... so, I don't know how useful it will be in its current form. I'm going to have to include options to pick single lines of the palette swatches and see how that works (hopefully a lot better. :D). I set coloriterations pretty at 2 or 3 for the following. Anyway, click these to enlarge. @3Dickulus- Note that you need to build the system if you go full screen, and if you try to make a big render, it has no color, and you need to rebuild to see the object. For whatever reason... it doesn't keep the texture loaded. (https://lh3.googleusercontent.com/-lR1KDjKavhk/Vl03BxiYHFI/AAAAAAAAD5o/0U8OSF1WjHw/s400-Ic42/maptype2.jpg) (https://lh3.googleusercontent.com/-lR1KDjKavhk/Vl03BxiYHFI/AAAAAAAAD5o/0U8OSF1WjHw/s1280-Ic42/maptype2.jpg) (https://lh3.googleusercontent.com/-tjxdgGyuafk/Vl03ExHHTEI/AAAAAAAAD54/kxU04jV5RTE/s400-Ic42/maptype4.jpg) (https://lh3.googleusercontent.com/-tjxdgGyuafk/Vl03ExHHTEI/AAAAAAAAD54/kxU04jV5RTE/s1280-Ic42/maptype4.jpg) (https://lh3.googleusercontent.com/-vb7OW2ilbnw/Vl03HsO9JlI/AAAAAAAAD6A/i_3z4YzxEsI/s400-Ic42/maptype6.jpg) (https://lh3.googleusercontent.com/-vb7OW2ilbnw/Vl03HsO9JlI/AAAAAAAAD6A/i_3z4YzxEsI/s1280-Ic42/maptype6.jpg) (https://lh3.googleusercontent.com/-LzcB8rEnP7s/Vl03JKTywXI/AAAAAAAAD6I/cYieq1LGlLs/s400-Ic42/maptype7.jpg) (https://lh3.googleusercontent.com/-LzcB8rEnP7s/Vl03JKTywXI/AAAAAAAAD6I/cYieq1LGlLs/s1280-Ic42/maptype7.jpg) Color swatch is here: https://www.google.com/search?q=color+swatch&source=lnms&tbm=isch&sa=X&ved=0ahUKEwilgbfg3rnJAhUMl4gKHeCHD-gQ_AUIBygB&biw=1195&bih=623#tbm=isch&q=texture+colors&imgrc=c8Kw6vlS_SzGVM%3A Title: Re: Coloring Post by: 3dickulus on December 01, 2015, 03:25:36 PM O0 looks good!
will look at full screen switch and texture persistence, as soon as this animation is done rendering ;) Title: Re: Coloring Post by: M Benesi on December 01, 2015, 06:10:56 PM animation!!!!! :D
Title: Re: Coloring Post by: Crist-JRoger on December 01, 2015, 06:47:30 PM I painted amazing surface by Kali`s method (http://www.fractalforums.com/fragmentarium-b210/coloring-add-on-t14522/) :) not sure that is right code )
So i have more or less acceptable results with pseudo-kleinian Title: Re: Coloring Post by: M Benesi on December 01, 2015, 07:43:06 PM Might be a bit more efficient to rotate colors that way, ehh? :D
Title: Re: Coloring Post by: Crist-JRoger on December 01, 2015, 07:48:33 PM Maybe ) strange that it even worked ;D
Title: Re: Coloring Post by: M Benesi on December 02, 2015, 05:33:22 AM That's the one I found before- I don't think I used it.
Anyway, I sort of.. am attached to using images for their coloring.. because it allows rapid palette changes if you pick out a decent color swatch: (https://lh3.googleusercontent.com/-ZsVgNRjmMSI/Vl5xpspqlRI/AAAAAAAAD6s/FRebOIep7Pc/s400-Ic42/rapid%252520change%252520of%252520coloring%252520is%252520awesome%2525201.jpg) (https://lh3.googleusercontent.com/-7PCAMB-3FP4/Vl5xn36z-2I/AAAAAAAAD6k/69McEeYcQGg/s400-Ic42/rapid%252520change%252520of%252520coloring%252520is%252520awesome%2525202.jpg) Ok. On further consideration, this is awesome. Use the rainbow wood color swatch from: https://www.google.com/search?q=color+swatch&source=lnms&tbm=isch&sa=X&ved=0ahUKEwilgbfg3rnJAhUMl4gKHeCHD-gQ_AUIBygB&biw=1195&bih=623#tbm=isch&q=texture+colors&imgrc=c8Kw6vlS_SzGVM%3A I set it up so you could apply orbitTrap to selecting the x part of the texture (orbitTexX), and the y part(orbitTexY). Check out the way the texture looks, and you'll be able to figure out how to do things with it. Wow... so much quicker than trying to design/ pick out palettes, but it's also good to have that option! You can also change the offsets that are added to the orbits. It is so awesome to be able to switch around colors like this in Fragmentarium. Actually... I never think color switching was so cool and easy- I always tinkered with palettes... and wasn't that good at it. Anyway... have fun. Well.. ok. Got it quick enough I think. There was a bug (keyboard actuator failure) that made the texture offset work incorrectly... fixed. Title: Re: Coloring Post by: 3dickulus on December 02, 2015, 06:55:14 AM oh! like this...
http://www.fractalforums.com/animations-showcase-%28rate-my-short-animation%29/endomorphic/msg77108/#msg77108 and this... http://www.fractalforums.com/index.php?topic=19877.msg76666#msg76666 view the above link and this vid... http://www.digilanti.org/cudabrot/palette.mp4 of course this is with 2D mandelbrot but I think the principal is the same, using an image scanline as a palette = color cycling in different directions, rates and areas at the same time :) edit: the palette editor referenced here also morphs between 2 different palettes over a given range of frames Title: Re: Coloring Post by: 3dickulus on December 02, 2015, 07:11:19 AM animation!!!!! :D http://www.fractalforums.com/animations-showcase-%28rate-my-short-animation%29/testing-the-water/ DE-kn8 3D-1.0.4 Title: Re: Coloring Post by: M Benesi on December 02, 2015, 08:02:24 AM oh! like this... Yeah. Why didn't anyone implement it yet? It is so much more awesome! I grabbed 6 textures, and all of them are.. just awesome compared to designing color schemes from scratch. http://www.fractalforums.com/animations-showcase-%28rate-my-short-animation%29/endomorphic/msg77108/#msg77108 and this... http://www.fractalforums.com/index.php?topic=19877.msg76666#msg76666 view the above link and this vid... http://www.digilanti.org/cudabrot/palette.mp4 of course this is with 2D mandelbrot but I think the principal is the same, using an image scanline as a palette = color cycling in different directions, rates and areas at the same time :) Yeah. Pick an offset in the image, then let orbits control where you go (x and y each get to select their own orbit, offset, etc.). I didn't do the 2 palette thing you did, but... I have other ideas along those lines: want to be able to put flashing banners on the stalactite cities above the water? Maybe a reflected sign in the water? So, next is to set it up so we can put banners (images) on relatively flat parts of the fractals... and still have our regular coloring scheme where the banners aren't. And still other projects to work on! Title: Re: Coloring Post by: 3dickulus on December 03, 2015, 07:59:34 AM hmm yes, some issues with textures, when switching textures or fullscreen I note that in Fragmentarium-master (legacy version) hdr format textures are persistent but jpg, png etc. are only available once and not after switching back to one from another, can you test with Fragmentarium-master?
I ask this just to try and determine/confirm if it's an issue that has been there from the start or caused by something I have changed. I also note that when using HDR/EXR format textures I can render hires files using your frag with the right colors. the color mapping looks reeeeaaaally nice! Title: Re: Coloring Post by: M Benesi on December 03, 2015, 08:46:48 AM Mehh... the master doesn't even let me use the textures again after a rebuild. It looked like it was going to, then I suppose the buffers switched and it dropped it.
Title: Re: Coloring Post by: M Benesi on December 03, 2015, 09:56:49 PM lol.. this is the first time I've had better coloring options for Fragmentarium than I have for M3D.
We'll have to see if Andreas changed the texture sampling in the new one, and allows selecting from multiple parts of the orbit trap at once (for each scale of the texture). Currently in M3D, you can rotate the texture, scale it, and select texture offset, but you don't get to play with individual parts of the orbit trap for the x and y coordinates of the texture like you do in Fragmentarium.... All right... so we should be able to do some pretty awesome animations using this coloring sceme, combined with good textures, if it doesn't drop the texture and require a rebuild every time you render an image. (https://lh3.googleusercontent.com/-pPm_M0wjRmQ/VmC6hI7ZVaI/AAAAAAAAD7c/XVnwbOqjB2A/s420-Ic42/menger%252520gold%252520warp%2525202.jpg)(https://lh3.googleusercontent.com/-kfv_UPEvdt8/VmC6gn7EAvI/AAAAAAAAD7Y/Dz2gempNbZs/s420-Ic42/menger%252520gold%252520warp%2525203.jpg)(https://lh3.googleusercontent.com/-VLwOm0LyyU8/VmC6gkGF68I/AAAAAAAAD7U/YBciixnND2w/s420-Ic42/menger%252520gold%252520warp.jpg) Title: Re: Coloring Post by: 3dickulus on December 04, 2015, 04:12:31 AM Mehh... the master doesn't even let me use the textures again after a rebuild. thanks, that is what I found too, this narrows it down quite a bit for where to start looking, the HDR and EXR format for textures seems to persist so the difference between these "non-Qt-standard" formats and the standard, jpg, png etc when used as textures is where I will start looking. I will have time over the weekend, hopefully, to fix it :) edit: and YES!!! these coloring options are fantastic! Title: Re: Coloring Post by: M Benesi on December 04, 2015, 06:50:30 AM I tried an HDR file too, and it didn't work on the old version after I tried to go full screen (I forgot to mention that).
(https://lh3.googleusercontent.com/-QqQImS94Exw/VmEe_QSUtjI/AAAAAAAAD9M/ZDXuaTZZwQQ/s576-Ic42/smutttthhh.jpg) Title: Re: Coloring Post by: 3dickulus on December 04, 2015, 07:23:27 AM HDR/EXR textures are ok in v1.0.16?
Title: Re: Coloring Post by: M Benesi on December 04, 2015, 08:05:20 AM I'm bad... just checked- still using .14. Forgot to upgrade.
Was it fixed and I missed it? eeekk... Title: Re: Coloring Post by: M Benesi on December 11, 2015, 08:02:19 AM Messing around with trying to sample the surrounding fractal (for texture or palette based coloring) to add to the color of a hit pixel. Slow... very slow. Need to rewrite the code a bit.
Before I got a BSOD and altered the code... it was becoming interesting. Added quite a bit of character to the fractal. Made it look grimy, slimy, like an old relic. But I broke it, so have to rewrite it tomorrow. (https://lh3.googleusercontent.com/-j2nYEyWgJnI/Vmpx6Z3UmnI/AAAAAAAAECA/aDsTJHMIWAI/s677-Ic42/workin%252520on%252520new.jpg) Syntopia's IBL raytracer might have what I want... :D Title: Re: Coloring Post by: knighty on December 11, 2015, 05:34:06 PM That rounded mangerbox looks so cool!
Title: Re: Coloring Post by: M Benesi on December 11, 2015, 07:42:36 PM :D It'd be cooler looking in your raytracer... if I ever get a GPU upgrade (from 8+ year old mobile) I'm making the switch.
ok, thank you very much! I'll play with it more time. De-kn and texturing and new coloring and height map = crash... Just need less variables. In fact we need 1-4 types of texture/heightmap Can you tell me what error you get, or is it just a plain old crash? There should be a workaround- a way to fix the problem. We might be able to just use the formula side for colors/textures and heightmap and eliminate it from the raytracers entirely (this is something that 3dickulus wanted anyway, so I'll quote this topside in the coloring?? thread). @3dickulus (too)- What we can do is send the colors to the raytracer in the orbitTrap variable that is passed back and forth, so when the getColor() function is called, you just take the x,y, and z parts of the orbitTrap as RGB. This would also require a quick rewrite of the getColor (still haven't traced out why using "providesColor" instead of getColor() changes the hitColor when I'm using the same algorithm) function in the raytracers, but it would be a bit simpler.... the only problem I can see is calculating the color every time you do DE- which you'd end up doing. Might add a little bit of overhead. Title: Re: Coloring Post by: 3dickulus on December 11, 2015, 09:52:16 PM Ha! fixed EXR texture load bug and added RGB+A so...
EXR image output can contain 1.0/depth in alpha channel EXR texture input reads RGBA (was only rgb) into sampler texture will have to put together a nice tutorial once the dust settles a bit on this latest bunch of mods ;) All fixes are in the currently posted sourcecode and executable packages For those compiling from source: Linux - no change, just grab the source, cd to the base folder, run the mklinux.sh script Windows - just grab the source, cd to the base folder, run the mkmingw.bat script the change is that when finished you will have a new folder with a complete standalone package with all required DLLs, the new Fragmentarium folder can be moved out of the base folder or archived for distribution OSX - soon I hope For those relying on precompiled binaries: Linux - none Windows - grab the exe-only package and merge with or copy to your current Fragmentarium folder OSX - soon I hope PS the website is the globe under my avatar <<< Title: Re: Coloring Post by: M Benesi on December 11, 2015, 10:42:25 PM Once the dust settles... still building! O0 Very nice on the bugfix!
So, I wrote the least efficient way possible to sample colors from the surrounding fractal to introduce a bit of noise. My original intent was to grab "glow" from the surroundings, but that requires a lot of sampling. Might try this on a faster GPU to mess with it a bit more. The code is not even wrong (not right either!), so I'm not releasing it yet, because it makes me look like I don't know what I'm doing (which is the case... but why let everyone know?). Interesting concept though. I'm sampling colors in fractals by moving away from the fractal after the first hit, and then calculating hits on other surfaces to sample colors. I blend the existing color with the samples, or just do all samples. It looks a bit grittier, a bit like a noise function, but the calculation time is exponentially greater than a noise function (after all, this is multireflection sampling!!!). Click to compare. Regular coloring, followed by 2 blended coloring. There are more in this gallery. (https://picasaweb.google.com/103496528720991269557/December2015#) (https://lh3.googleusercontent.com/-FT8HqRbmw4s/VmtpnRPPJqI/AAAAAAAAEDc/EeD9EEWWKVI/s300-Ic42/new5.jpg) (https://lh3.googleusercontent.com/-FT8HqRbmw4s/VmtpnRPPJqI/AAAAAAAAEDc/EeD9EEWWKVI/s700-Ic42/new5.jpg) (https://lh3.googleusercontent.com/-r-foznsuzkM/VmtuCG72paI/AAAAAAAAEEE/9vxPQkDx7vk/s300-Ic42/new5-4.jpg) (https://lh3.googleusercontent.com/-r-foznsuzkM/VmtuCG72paI/AAAAAAAAEEE/9vxPQkDx7vk/s700-Ic42/new5-4.jpg) (https://lh3.googleusercontent.com/-zV_Vb41Obpg/Vmtw--MOyPI/AAAAAAAAEEQ/olnl1By8MJY/s300-Ic42/new5-5.jpg) (https://lh3.googleusercontent.com/-zV_Vb41Obpg/Vmtw--MOyPI/AAAAAAAAEEQ/olnl1By8MJY/s700-Ic42/new5-5.jpg) (https://lh3.googleusercontent.com/-2F9jSY836Sc/VmuD-lVW-bI/AAAAAAAAEEs/e-eZ5LDb1f8/s576-Ic42/new5-6.jpg) Here is the reason I'm not releasing the code: (https://lh3.googleusercontent.com/-LRCcuiojhHU/VmvMXLMKBCI/AAAAAAAAEHM/7YQYFbynPM4/s640-Ic42/new5-17.jpg) Look at that image and tell me where the reflections are coming from that are outside of the freaking fractal? Mehhh... anyway. If anyone is going to help with the coding or math I'll post it. If not, then if I fix it, I'll post it. Title: Re: Coloring Post by: M Benesi on December 14, 2015, 07:57:23 AM I was messing around and realized something. Sometimes color sampling is a bit cooler if you sample from deeper into the fractal... or farther away from it.
So I set it up so we calculate a hit, then do another calculation to grab the orbitTrap either deeper into or further from the fractal. There is now a "colorDepth" option for the coloring algorithm. There is also a checkbox at the bottom of the Palette tab to sample from the direction of the normal- sort of interesting. Thinking about tackling the heightmap rewrite before I try to work on the spraygun- but maybe a bit of spraygun functionality (at least a click and sample refocus option so that we know we're making progress) will be in the works shortly, need to re-read what 3dickulus posted in regards to the mouseover to see where we're at with that. Just thought.. maybe spraygun will rewrite small sectors of the screen, so it doesn't do the whole fractal at once (probably said this already, but I repeat myself). Did I ever tell you I repeat myself? I like the little lines in this one... (https://lh3.googleusercontent.com/-G9nvug8RnTA/Vm5gnFyinBI/AAAAAAAAEJQ/Dnqms6k504A/s512-Ic42/colors.00249.jpg) Vimeo video with a quick demo of the colorDepth cycling. A bit fast, and didn't really capture what it does differently than just doing other stuff.. but what the hey. It's not computationally expensive, so this option is going to be part of the palette and texture coloring (right now it's in the palette tab- not sure if I can control a uniform variable from multiple tabs... we'll see). https://vimeo.com/148838315 (https://vimeo.com/148838315) Then this is just a pure reflected color Mandelbulb (from the formulas I'm not posting yet). I like that the colors I selected blended to basically green... :D (https://lh3.googleusercontent.com/-OSVascpIxx0/VmyjInWlewI/AAAAAAAAEIE/l8G4H8AFD60/s400-Ic42/new5-22.jpg) (https://lh3.googleusercontent.com/-OSVascpIxx0/VmyjInWlewI/AAAAAAAAEIE/l8G4H8AFD60/s1024-Ic42/new5-22.jpg) Title: Re: Coloring Post by: Crist-JRoger on December 14, 2015, 01:54:37 PM :D It'd be cooler looking in your raytracer... if I ever get a GPU upgrade (from 8+ year old mobile) I'm making the switch. Just a lot of variables and my gpu is crash. The same problem was on Patkick's terrain generator - very complex code.Can you tell me what error you get, or is it just a plain old crash? There should be a workaround- a way to fix the problem. We might be able to just use the formula side for colors/textures and heightmap and eliminate it from the raytracers entirely (this is something that 3dickulus wanted anyway, so I'll quote this topside in the coloring?? thread). What to do? - get more easy code, maybe create separate *.frags for special color palette, textures, bump mapping. And call them when we need. Title: Re: Coloring Post by: M Benesi on December 14, 2015, 08:24:48 PM Do you get a specific error code that says "too many variables" or something along those lines?
If something is highlighted in yellow or red in the log area of Fragmentarium it would clue me into what is going on. ;) Title: Re: Coloring Post by: Crist-JRoger on December 14, 2015, 08:42:22 PM Do you get a specific error code that says "too many variables"? Yes :)Title: Re: Coloring Post by: M Benesi on December 14, 2015, 08:56:52 PM lol. :D K, thanks! lol... feel like a nurse at the doctor's office:
Are you using the fast raytracer version, or are you putting it into DE-Kn2? Title: Re: Coloring Post by: Crist-JRoger on December 14, 2015, 09:51:52 PM lol. :D K, thanks! lol... feel like a nurse at the doctor's office: I wrote before:Are you using the fast raytracer version, or are you putting it into DE-Kn2? "De-kn and texturing and new coloring and height map = crash..." Yes i use Knighty's version of raytracer :dink: here (http://www.fractalforums.com/index.php?topic=22667.msg89535#msg89535) i used your heightmap code (hMapType=4) Title: Re: Coloring Post by: SCORPION on December 14, 2015, 11:54:31 PM Сергей, приложи код с ошибкой, а то я не пойму.
У меня палитры господина M Benesi работают без проблем в быстром трейсере, с минимальной корректировкой в ДЕ. DE-Kn2 уменя тоже работает, но медленно. Ты палитру прямо в трейсер вписывал или сделал подключаемым фрагментом? Title: Re: Coloring Post by: M Benesi on December 15, 2015, 02:45:24 AM I wrote before: "De-kn and texturing and new coloring and height map = crash..." Yes i use Knighty's version of raytracer :dink: here (http://www.fractalforums.com/index.php?topic=22667.msg89535#msg89535) i used your heightmap code (hMapType=4) Hmm. Builds fine on my computer (although it takes 55 seconds to build on my 8 year old GPU!!!! so I'm not into Kn2 because of that). I even ADDED variables to it (included new multisample coloring algorithms). I've no clue what's going on. Kn2 is waaaaayy to slow for me to test. I'll upload a couple of frags and maybe someone with a modern GPU can test them? click for 1280x800: (https://lh3.googleusercontent.com/-OyferHOqSgw/Vm9ogg0EQ-I/AAAAAAAAELE/usMCpNI1NRE/s400-Ic42/knighty.jpg) (https://lh3.googleusercontent.com/-OyferHOqSgw/Vm9ogg0EQ-I/AAAAAAAAELE/usMCpNI1NRE/s0-Ic42/knighty.jpg) Scorpion- did you get the texture based coloring to work with DE-Kn2? Google translate: " Вы получите текстуру в колорит работать с DE - Kn2 ? Vy poluchite teksturu v kolorit rabotat' s DE - Kn2 ? ... Scorpion- Я прошу прощения за отсутствие свои сообщения давно ! Я никогда не вернулся к вам тогда ... рада, что ты по-прежнему вокруг . Scorpion- YA proshu proshcheniya za otsutstviye svoi soobshcheniya davno ! YA nikogda ne vernulsya k vam togda ... rada, chto ty po-prezhnemu vokrug ." hmm... I better learn more languages! So, I'll explain the new coloring algorithm in the next post, after dinner. For now, a couple of images (click to enlarge): (https://lh3.googleusercontent.com/-jc8zK9_LmZQ/Vm9wI0he8fI/AAAAAAAAELc/00IPlDOVumI/s400-Ic42/colors-12.jpg) (https://lh3.googleusercontent.com/-jc8zK9_LmZQ/Vm9wI0he8fI/AAAAAAAAELc/00IPlDOVumI/s1000-Ic42/colors-12.jpg) (https://lh3.googleusercontent.com/-0Gg-wgVh5Qw/Vm9bEGOxA7I/AAAAAAAAEKk/Jo3fG6NCYww/s400-Ic42/colors-8.jpg) (https://lh3.googleusercontent.com/-0Gg-wgVh5Qw/Vm9bEGOxA7I/AAAAAAAAEKk/Jo3fG6NCYww/s1000-Ic42/colors-8.jpg) Title: Re: Coloring Post by: Crist-JRoger on December 15, 2015, 05:15:32 PM Hmm. Builds fine on my computer (although it takes 55 seconds to build on my 8 year old GPU!!!! so I'm not into Kn2 because of that). I even ADDED variables to it (included new multisample coloring algorithms). Do not worry. I've no clue what's going on. Kn2 is waaaaayy to slow for me to test. I'll upload a couple of frags and maybe someone with a modern GPU can test them?[/url] I just use another modification of Knighty's raytracer (all #defines are turnoff). It's hard to calculate - just limits of my GPU. Now i use light version (original DE-Kn2) It's all right. code of crash the same like i run Patrick's terrain generator with all functions Code: Could not link shaders: Fragment info Сергей, приложи код с ошибкой, а то я не пойму. Уже не важно. Причину вылета я знаю. У меня палитры господина M Benesi работают без проблем в быстром трейсере, с минимальной корректировкой в ДЕ. DE-Kn2 уменя тоже работает, но медленно. Ты палитру прямо в трейсер вписывал или сделал подключаемым фрагментом? Пока вписываю в код рендерера, когда определюсь с составными частями - что часто нужно а что нет, кое-что вынесу в отдельные файлы. upd:. tested bump-mapping with high values of TextureSpeed (http://orig10.deviantart.net/bc78/f/2015/349/a/f/frag_14_12_2015_01_by_crist_jroger-d9k8s0l.jpg) (http://orig10.deviantart.net/bc78/f/2015/349/a/f/frag_14_12_2015_01_by_crist_jroger-d9k8s0l.jpg) Title: Re: Coloring Post by: M Benesi on December 16, 2015, 01:02:48 AM You got it to work very well with those terrains, so that's good enough for me. :D
Heightmap for roughness, and multisample for variation of color, click to enlarge: (https://lh3.googleusercontent.com/-V5UFAL4xwMI/VnCobik9edI/AAAAAAAAENU/mSdsW2yzpWE/s400-Ic42/colors-28.jpg) (https://lh3.googleusercontent.com/-V5UFAL4xwMI/VnCobik9edI/AAAAAAAAENU/mSdsW2yzpWE/s800-Ic42/colors-28.jpg) (https://lh3.googleusercontent.com/-dF4J6CTEf5M/VnCohBAYP4I/AAAAAAAAENc/Oytj9wIf5TA/s400-Ic42/colors-30.jpg) (https://lh3.googleusercontent.com/-dF4J6CTEf5M/VnCohBAYP4I/AAAAAAAAENc/Oytj9wIf5TA/s1280-Ic42/colors-30.jpg) (https://lh3.googleusercontent.com/-8a9-3vYz50Y/VnCoiojC-oI/AAAAAAAAENo/Lt9F85-iCRs/s400-Ic42/colors-31.jpg) (https://lh3.googleusercontent.com/-8a9-3vYz50Y/VnCoiojC-oI/AAAAAAAAENo/Lt9F85-iCRs/s800-Ic42/colors-31.jpg) (https://lh3.googleusercontent.com/-vY0j6KriHWg/VnDGvoquczI/AAAAAAAAEOE/E1wA0eb8SR8/s400-Ic42/colors-35.jpg) (https://lh3.googleusercontent.com/-vY0j6KriHWg/VnDGvoquczI/AAAAAAAAEOE/E1wA0eb8SR8/s1024-Ic42/colors-35.jpg) (https://lh3.googleusercontent.com/-MGS5EQ_VoJw/VnDG3TkfwmI/AAAAAAAAEOc/77Dcbxz-Y30/s400-Ic42/colors-38.jpg) (https://lh3.googleusercontent.com/-MGS5EQ_VoJw/VnDG3TkfwmI/AAAAAAAAEOc/77Dcbxz-Y30/s1024-Ic42/colors-38.jpg) Title: Re: Coloring Post by: M Benesi on December 17, 2015, 07:59:31 AM Still working on the coloring algorithm. Don't want to make a tutorial, and then have everything change...
Changed stuff around a little bit. There is a "legacy coloring" checkbox in the coloring tab. Palette now has a "palette percent" to determine how much is palette in the coloring assignment- it overrides the sample coloring as well. You can load 4 textures (which might be overkill) and use them for heightmaps, base color, or the color sampling thing. Still not done by a long shot... but getting closer to a decent coloring/heightmap implementation. Played around with heighmaps.. fun for texturing the Menger: (https://lh3.googleusercontent.com/-mtqfJ505Tdw/VnJasmBDcOI/AAAAAAAAERQ/2Wy3FHOEe_8/s400-Ic42/colors-65.jpg) (https://lh3.googleusercontent.com/-mtqfJ505Tdw/VnJasmBDcOI/AAAAAAAAERQ/2Wy3FHOEe_8/s1280-Ic42/colors-65.jpg) (https://lh3.googleusercontent.com/-wxFLPBFVPE0/VnJaK4NjMhI/AAAAAAAAEQY/f1LIZ4Ap4zE/s400-Ic42/colors-57.jpg) (https://lh3.googleusercontent.com/-wxFLPBFVPE0/VnJaK4NjMhI/AAAAAAAAEQY/f1LIZ4Ap4zE/s800-Ic42/colors-57.jpg) Title: Re: Coloring Post by: M Benesi on December 17, 2015, 08:46:37 PM Need to find more of those heightmaps the Mayans use...
Positive, positive heightmap, positive negative heightmap, and positive negative with another iteration: (https://lh3.googleusercontent.com/-21ZSk4nbkTI/VnMM0OqronI/AAAAAAAAETM/53HEFY3UFxU/s400-Ic42/colors-76.jpg) (https://lh3.googleusercontent.com/-21ZSk4nbkTI/VnMM0OqronI/AAAAAAAAETM/53HEFY3UFxU/s1280-Ic42/colors-76.jpg) (https://lh3.googleusercontent.com/-SqmdYNFziFc/VnMMrLYsodI/AAAAAAAAETA/rbHdBeYlf-A/s400-Ic42/colors-74.jpg) (https://lh3.googleusercontent.com/-SqmdYNFziFc/VnMMrLYsodI/AAAAAAAAETA/rbHdBeYlf-A/s1280-Ic42/colors-74.jpg) (https://lh3.googleusercontent.com/-Tycw1KUhbxg/VnMMjYkulOI/AAAAAAAAESw/PFaCRu3nZHQ/s400-Ic42/colors-73.jpg) (https://lh3.googleusercontent.com/-Tycw1KUhbxg/VnMMjYkulOI/AAAAAAAAESw/PFaCRu3nZHQ/s1280-Ic42/colors-73.jpg) Title: Re: Coloring Post by: 3dickulus on December 17, 2015, 08:59:22 PM O0 it looks very rich.
Title: Re: Coloring Post by: M Benesi on December 18, 2015, 05:37:45 AM unlike me... ;p
I'm slowly working on making the heightmaps a bit more interactive: https://vimeo.com/149364314 (https://vimeo.com/149364314) Title: Re: Coloring Post by: 3dickulus on December 18, 2015, 08:06:44 AM animartion :hmh:
all of the float parameters should be animartionable ;) (F7 key) Title: Re: Coloring Post by: M Benesi on December 18, 2015, 07:39:49 PM Cows don't make typos... f7 is how the animartion was made...
;p (https://www.youtube.com/watch?v=KTc3PsW5ghQ[/url) Title: Re: Coloring Post by: 3dickulus on December 18, 2015, 08:37:59 PM my favourite animartians :D
Title: Re: Coloring Post by: Crist-JRoger on December 20, 2015, 03:55:46 PM Quick renders of texture height-mapping & terrain. I found some artifacts and aliasing from texture when use it for height-mapping. Dither or AA from Post tab don't works (last image scale 1:1)
Is there any fast way for smooth pixels of texture to decrease aliasing? Thank you! (http://orig01.deviantart.net/71dd/f/2015/354/b/3/tex_bump_test_02_by_crist_jroger-d9krozu.jpg) (http://orig12.deviantart.net/5ad6/f/2015/354/e/9/tex_bump_test_04_by_crist_jroger-d9krp4h.jpg) (http://orig00.deviantart.net/ab53/f/2015/354/c/2/tex_bump_test_03_by_crist_jroger-d9krp5s.jpg) (http://orig14.deviantart.net/ca11/f/2015/354/8/9/tex_bump_test_05_by_crist_jroger-d9krp6q.jpg) Title: Re: Coloring Post by: 3dickulus on December 20, 2015, 06:59:48 PM O0 some really natural looking settings.
last image: that looks like an artefact caused by Bloom Power ? Title: Re: Coloring Post by: Crist-JRoger on December 20, 2015, 07:13:20 PM O0 some really natural looking settings. Thank you!last image: that looks like an artefact caused by Bloom Power ? Artefacts and aliasing from height-map, i checked. Twice before post it :dink: This image without bloom Title: Re: Coloring Post by: 3dickulus on December 20, 2015, 07:17:38 PM no, I was not suggesting bloom was the cause, not enough specular light for that, but the effect looks similar, the code @ bloom power might lend a clue what to look for...
Title: Re: Coloring Post by: Crist-JRoger on December 20, 2015, 07:27:32 PM Yes, sorry for bad english...
Title: Re: Coloring Post by: 3dickulus on December 20, 2015, 07:31:42 PM :beer: good enough for me :)
Title: Re: Coloring Post by: Crist-JRoger on December 20, 2015, 08:04:14 PM Canyon
(http://pre01.deviantart.net/d117/th/pre/f/2015/354/0/5/canyon_by_crist_jroger-d9ksjta.jpg) (http://orig02.deviantart.net/5d2b/f/2015/354/0/5/canyon_by_crist_jroger-d9ksjta.jpg) Title: Re: Coloring Post by: 3dickulus on December 20, 2015, 08:36:44 PM :o nicely done!!!
Title: Re: Coloring Post by: M Benesi on December 20, 2015, 09:23:02 PM Nice work on the terrains!
Quick renders of texture height-mapping & terrain. I found some artifacts and aliasing from texture when use it for height-mapping. Dither or AA from Post tab don't works (last image scale 1:1) Is there any fast way for smooth pixels of texture to decrease aliasing? Thank you! What I do for AA is make an image about 3 to 4 times as big, then shrink it. Title: Re: Coloring Post by: 3dickulus on December 20, 2015, 09:52:08 PM I've noticed the same artefact (image above the image above) disappears if you use more subframes,
it looks like a texture addressing error, I don't think it's caused by AA code (just speculating) Title: Re: Coloring Post by: Syntopia on December 20, 2015, 11:52:06 PM Some really great landcapes, Crist-JRoger! And great to see that the Fragmentarium groups are so active :-)
Title: Re: Coloring Post by: Crist-JRoger on December 21, 2015, 06:27:41 AM Thank you! Very glad that you like it!
And i have some ideas to improve visual effects in DE-raytracer. I used your wang hash code, that's really great. upd.: why texturing don't works with De-kn2? Only maptype 9 works. Frags attached. Could somebody fix that? Title: Re: Coloring Post by: M Benesi on December 31, 2015, 12:39:09 AM I glanced at the code- your bump test frag doesn't include anything to add the heightmaps to the DE of the fractal.
You have to incorporate the information provided by the "textureIT(...,...);" function call into the calculation somehow. In addition, it's not really set up correctly. Got to take care of some stuff though, so will be a bit before I get to it, I'd suggest looking at my working code and figuring out the information flow pattern. Title: Re: Coloring Post by: Crist-JRoger on January 04, 2016, 08:52:30 AM I glanced at the code- your bump test frag doesn't include anything to add the heightmaps to the DE of the fractal. No no, it just about texturing, not about heightmap. At my previous attach i show that texturing works only at 9 type.You have to incorporate the information provided by the "textureIT(...,...);" function call into the calculation somehow. In addition, it's not really set up correctly. Got to take care of some stuff though, so will be a bit before I get to it, I'd suggest looking at my working code and figuring out the information flow pattern. Title: Re: Coloring Post by: Patryk Kizny on January 04, 2016, 02:47:09 PM Regarding the render artifacts you had on texturing - I bet this is the same thing I had issues with - not sure which thread was that, but as 3dickulus pointed, that was something related to MIPMAPS and texture settings. I think I had these problems with Synthclipse, but they looked identical. You'll find it in recent Frag threads or in Synthclipse forum.
Title: Re: Coloring Post by: 3dickulus on January 04, 2016, 02:57:11 PM mipmap is disabled by default if the user does not add any extra texture parameters
try making your texture X size and Y size a power of 2 Title: Re: Coloring Post by: M Benesi on January 05, 2016, 01:06:46 AM No no, it just about texturing, not about heightmap. At my previous attach i show that texturing works only at 9 type. Hmm, I thought you meant heightmapping by "texturing". That's pretty weird. I put out a working coloring texture version of DE-Kn2 (should be in this or the "help!!!" thread) somewhere around here.Problem with checking your code is my GPU is pretty slow and it takes about a minute to compile anything with DE-Kn2, so I don't like messing around with that code branch now. It usually takes a whole bunch of compiles to get something good enough for release, and a whole bunch of waiting a whole minute when other people have GPUs that compile in 1/100th the time it takes for me to compile? Nahgonnahappen. I should eventually have a faster GPU so that I can accomplish more... but that's the future. Title: Re: Coloring Post by: Crist-JRoger on April 17, 2016, 11:58:16 PM I am bad programmer, but I like to make fractals :D So played little time with texturing and find the point where height map coordinates coincides with picture coordinates (hMapType=4, hTextureOffset =18, 33.6)
(http://orig03.deviantart.net/cb80/f/2016/108/3/1/hmap_tex1_by_crist_jroger-d9zeef0.jpg) Title: Re: Coloring Post by: Crist-JRoger on April 18, 2016, 08:31:51 PM Regarding the render artifacts you had on texturing - I bet this is the same thing I had issues with - not sure which thread was that, but as 3dickulus pointed, that was something related to MIPMAPS and texture settings. I think I had these problems with Synthclipse, but they looked identical. You'll find it in recent Frag threads or in Synthclipse forum. I did'n find anything about height-mapping artifacts :sad1:mipmap is disabled by default if the user does not add any extra texture parameters It does not depend on the scale, most of the brightness differencestry making your texture X size and Y size a power of 2 |