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Title: Mandelbulber v2 - 2.09
Post by: Buddhi on October 04, 2016, 08:36:38 PM
Mandelbulber v2 2.10

Free download (executables for win32 and win64): http://sourceforge.net/projects/mandelbulber/
https://github.com/buddhi1980/mandelbulber2

Together with zebastian, mclarekin, bermarte and mancoast we have finished new version of Mandelbulber.
Development of this release was focused on implementation of "Anim by Sound" functionality. There is possible to animate fractal parameters and effects using sound wave together with keyframe control.
Another interesting feature is direct export 3D mesh to *.ply file which can be imported in Blender.
Additionally there was a lot of actions to improve program stability and to implement many small improvements.


What is new?
v2.10
- AnimBySound: Added option to animate any parameter using sound wave (added "Anim By Sound" buttons in animation table)
- AnimBySound: Added dialog window to load and setup AnimBySound feature
- AnimBySound: Added views for waveform, fft and animation generated from sound
- AnimBySound: It is possible to load wav, ogg, flac (all operating systems) and mp3 (Linux only)
- AnimBySound: Added binary, decay and smooth filters for animation generated from sound
- AnimBySound: Added sound player
- Settings: added description field for fractal settings
- Settings: fixed bug: there was not possible to load settings saved with CR+LF line terminations
- Settings: material #1 was not saved properly to settings file when was previously loaded using "Load material..." option.
- Added new fractal formulas:
  * Menger - Prism Shape2
  * MixPinski 4D
  * Sierpinski 3D
  * Sierpinski 4D
  * Menger 4D
  * Menger 4D Mod1
  * Menger - Smooth
  * Menger - Smooth Mod1
  * Menger - Octo
  * Abox 4D
  * Transform - SurfBoxFold
  * Transform - Octo Fold
  * Transform - ScaleVaryVCL
  * Transform - Spherical_Fold_VaryVCL
  * Transform - Add exp2(z)
  * Transform - Reciprocal3
  * Transform - Reciprocal 4D
  * Transform - Rotated Folding
  * Transform - FabsAddConditional
  * Transform - Reciprocal 4D
  * Transform - FabsAddConditional 4D
  * Transform - Spherical_OffsetVCL
  * Transform - Rotation 4D
- Fractals: Various updates, fixes and enhancements to existing formulas and transforms
- Fractals: fixed bug: after swapping of formula slots, the Mandelbulb formula appeared on random slots.
- German translation for all formula UIs
- Shaders: in some cases there was wrong calculation of object colors in boolean mode
- Shaders: fixed bug in DOF algorithm which could cause crashes
- Animation: Improved gamepad integration for flight animations
- Animation: Added image with gamepad keymap (tooltip)
- Animation: there is displayed correct message when first frame was equal to last frame
- Animation: increased maximum value in frames per keyframe spinbox to 10000
- Animation: fixed bug: there was possible to get different interpolation type (random one) for each frame
- Animation: fixed bug: check for collision showed false messages even if errors were already corrected
- Materials/Animation: fixed bug: program crashed with animation, when there was an added parameter from material which was previously loaded using "Load material" button
- Materials/Animation: fixed bug: program crashed with animation, when there was an added parameter from material which was previously edited using dialog called by Edit Material button
- UI: Image quality settings added to file selector for images
- UI: Corrected resolution lock function
- UI: auto-refresh is now disabled when brightness, gamma, contrast or HDR is changed
- UI: added information in fractal formula information box about examples which use the formula
- UI: changed and added more keyboard shortcuts for camera navigation
- UI: fixed bug: When the group box of primitives was saved and then loaded the group was always enabled
- UI: when dark theme is used then text color in animation table is always black
- UI: added Dutch language
- UI: added options to store/restore different layouts (states) of docks
- UI: navigation dock is locked when flight is being recorded
- UI: fixed bug: When boolean mode was selected, the displayed DE type was displayed as "DE unknown"
- UI: fixed bug: Refreshing of DOF and image adjustments now is blocked during rendering of image
- Voxel export: added automatic calculation of bounding box
- Voxel export: Added ability to export 3D meshes in *.ply format
- General: changed data folder from .mandelbulber (hidden) to mandelbulber (not hidden)
- General: changed default folder for animation frames to ~/mandelbulber/animation
- General: fixed bug: Wrong file names when contained dot
- CLI: added stdin input for CLI arguments
- CLI: added --benchmark option which calculates total time needed to render all examples in low resolution
- Performance: fixed several memory leaks
- Performance: eliminated crash reason: added Added QMutexLocker() to all getters and setters for in cParameterContainer class.
- Performance: Animation player widget caused crashes when frames were deleted from image folder
- Documentation: Added help menu with user manual (beta version)
- Examples: Added many example settings with most of new formulas.
- Compilation: main window UI file divided onto several smaller UIs, this has improved compilation performance
- Compilation: used a lot of forward declarations to reduce compilation time
- Compilation: code is now fully compatible with msvc
- Compilation: created solution file for msvc14 with all needed NuGet packages
- Compilation: configured Appveyor to test msvc++ builds
- Compilation: a lot of cleaning up of the code
- Compilation: much improved populateUiInformation.php script
- Compilation: added export CXXFLAGS="-march=native to install script

As always every feedback is appreciated!

Source code repository (GIT, SVN) https://github.com/buddhi1980/mandelbulber2

https://youtu.be/4YArbdU4dYU


Title: Re: Mandelbulber v2 - 2.09
Post by: Tim Emit on October 04, 2016, 10:58:59 PM
thanks muchly  :beer: :)


Title: Re: Mandelbulber v2 - 2.09
Post by: paigan0 on October 05, 2016, 02:42:20 AM
Awesome! Can't wait to get into it! Thanks so much!


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 05, 2016, 05:46:57 AM
Summary of V2.09 new Formula/Transforms

based on prism shape code of Knighty
   mengerCrossKIFS,
   mengerPrismShape,
   mengerCrossMod1,   

based on pseudo Kleinian code of Knighty
   pseudoKleinianStdDE1,
   pseudoKleinian,
   pseudoKleinianMod1,

formula updated to include a "w" slice of 4D
   bristorbrot4D,

6 Benesi mag transforms, with Pine Tree Pwr2 Mbulb. Uses DeltaDE.
   benesiMagTransforms,

2 Benesi pwr2 mbulbs to mix with other transforms
   benesiPwr2s.

more Darkbeam transforms
   transfInvCylindrical,
   transfRpow3,
   transfSphereInv,
   transfFoldingTetra3D,

Mandelbox boxFold, with iteration based varying parameter function
   transfBoxFoldVaryV1


Designed to tweak Mboxes, but can be used with other linear types.


Transforms with  VaryV1 in the title  vary a parameter based on stop/start iteration conditions.
Attached image has examples of linear transitions from  parameter = 1.0 at iteration 0  to  2.0  depending on the iteration settings.





Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 05, 2016, 12:36:39 PM
This example uses the Benesi Pwr2 UI.  The fractal is made from :-

 Knightys Prism shape,
 Benesi Mag transform T1, 
two similar Benesi pwr2 mbulbs ( a combination that seem to make a sharper image sometimes??)
darkbeams inv_Cylindrical ( makes the spikes)

This takes maybe 4 iterations to run. Try changing  start/stop iteration parameters in the range of 0 to 4.

Code:
# Mandelbulber settings file
# version 2.09
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
ambient_occlusion_quality 9;
background_color_1 0000 5100 8800;
background_color_2 0000 5100 8800;
camera 0.004815391040998313 -2.116415177873072 1.371056654046313;
camera_distance_to_target 0.8373634815216057;
camera_rotation 0.7856032067065842 -47.04438959337594 1.311076910295665;
camera_top 0.01284630517987014 0.7319351894344243 0.6812531474502114;
DE_factor 0.6;
flight_last_to_render 0;
formula_1 105;
fractal_constant_factor 1.57 1 1;
fractal_rotation 0 -90 0;
keyframe_last_to_render 0;
main_light_alpha -4.4;
main_light_beta -17.35;
mat1_coloring_speed 0.2;
mat1_surface_color_palette fda540 ffd47e fff59c f5bd22 0a2b87 c68876 65a4aa 78c1ee d4ffd4 aba53c;
target -0.00300814804878714 -1.545862925020536 0.758205514545871;
view_distance_max 14.7785356581629;
[fractal_1]
transf_addCpixel_enabled_false true;
transf_function_enabledBx_false true;
transf_function_enabledP_false true;
transf_scaleC_1 0.4;
transf_stop_iterations_D 1;
transf_stop_iterations_P1 15;


Title: Re: Mandelbulber v2 - 2.09
Post by: taurus on October 06, 2016, 12:15:37 AM
Thanks for the effort, Guys! Looking forward to testing, but I don't change @WIP.
Examining the changelog, the UI changes seem to be the most interesting to me. Overdue adjustments like the detail level connection come along with promising new features, like the julia preview.
Without having a closer look, I think the UI improvement should be your priority for further development. There's still some way to go, to make Mandelbulber a more popular Tool.
Keep it up!  :beer:


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 07, 2016, 10:24:32 AM
This example uses  formula Menger_Cross_KIFS to  modify a Mandelbox


Quote
# Mandelbulber settings file
# version 2.09
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
ambient_occlusion_quality 8;
aux_light_intensity_1 1.41254;
aux_light_position_1 5 -3 3;
camera 1.576894055508532 -2.047485274122083 -1.455458285575551;
camera_distance_to_target 0.01802622154355044;
camera_rotation -34.63943730789588 -49.69390728569647 126.3587848908022;
camera_top 0.405595782123897 -0.8297149487475481 -0.383490763054546;
DE_factor 0.7;
detail_level 0.5;
flight_last_to_render 0;
formula_1 98;
formula_2 8;
formula_stop_iteration_1 4;
fractal_constant_factor 0.8 0.8 0.8;
fractal_enable_3 false;
fractal_rotation 0 270 0;
hybrid_fractal_enable true;
image_height 1200;
image_width 1600;
keyframe_last_to_render 0;
main_light_alpha -56.31;
main_light_beta 36.25;
main_light_intensity 1.07;
mat1_coloring_palette_offset 4.9;
mat1_specular 0.7;
mat1_specular_width 0.7;
mat1_surface_color_palette fd6029 698403 000000 aa0000 ffffff c68876 a51c64 ffffff d4ffd4 aba53c;
stereo_infinite_correction 0.0001;
target 1.583522080747699 -2.037891538996345 -1.4692050739606;
view_distance_max 12;
volumetric_fog_colour_1_distance 0.1;
volumetric_fog_colour_2_distance 0.2;
volumetric_fog_distance_factor 0.1;
[fractal_1]
transf_function_enabledP_false true;
transf_function_enabledz_false true;
transf_offset_000 -1.1 0 0.17;
[fractal_2]
mandelbox_folding_min_radius 0.3;
mandelbox_main_rotation_enabled true;
mandelbox_rotation_main 29.74 -3.18 6;
mandelbox_scale -1.2;


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 08, 2016, 01:04:18 PM
When testing out the new formulas I produce a lot of random settings files ( :o I now see I could have made a zip file)

Here some examples using the prism shape in V2.09

Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
aux_light_intensity_1 1.28825;
aux_light_intensity_3 2.95121;
aux_light_intensity_4 1.86209;
basic_fog_visibility 18.6209;
camera -1.316696466179659 -1.173010697361157e-15 1.316696466179659;
camera_distance_to_target 1.86209;
camera_rotation -90 -45.00000000000005 -180;
camera_top -0.7071067811865469 7.916687710296069e-17 -0.707106781186548;
DOF_focus 5.88844;
formula_1 99;
glow_intensity 0.213796;
keyframe_last_to_render 0;
mat1_is_defined true;
random_lights_distribution_radius 2.95121;
raytraced_reflections true;
target 0 -8.881784197001252e-16 4.974739200895052e-16;
view_distance_max 11.749;
volumetric_fog_colour_2_distance 1.86209;
volumetric_fog_density 0.501187;
[fractal_1]
transf_constant_multiplier_000 0 0.4 -0.4;
transf_scale 2;
transf_scaleA_1 1.353383;
transf_stop_iterations 1;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

Code:
# Mandelbulber settings file
# version 2.09
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
camera 1.714285714285714 -3.428571428571429 1.142857142857143;
camera_distance_to_target 4;
camera_top -0.1277753129999879 0.2555506259999764 0.9583148474999099;
DE_factor 0.5;
flight_last_to_render 0;
formula_1 99;
formula_2 7;
fractal_enable_2 false;
hybrid_fractal_enable true;
keyframe_last_to_render 0;
mat1_is_defined true;
raytraced_reflections true;
[fractal_1]
transf_benesi_T1_enabled_false true;
transf_constant_multiplier_000 -0.07051300000000001 -0.07051300000000001 -0.07051300000000001;
transf_function_enabled_false true;
transf_function_enabledR_false true;
transf_rotation 0 36.36 0;
transf_scale3D_222 1.771429 2 2;
transf_stop_iterations 1;
transf_stop_iterations_A 1;
transf_stop_iterations_R 1;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

Code:
# Mandelbulber settings file
# version 2.09
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
camera 1.390568567550132 -2.964969618384268 1.150094813542499;
camera_distance_to_target 1.5;
camera_rotation 24.98195079535668 -18.51362179916242 -0.6771691635164739;
camera_top -0.1448068158239237 0.2828108025235488 0.9481819635844813;
DE_factor 0.5;
flight_last_to_render 0;
formula_1 99;
formula_2 7;
formula_3 1009;
formula_stop_iteration_2 14;
fractal_enable_2 false;
fractal_enable_3 false;
hybrid_fractal_enable true;
image_height 800;
keyframe_last_to_render 0;
mat1_is_defined true;
raytraced_reflections true;
target 0.7898541862668792 -1.675673239586343 0.6737996532290262;
[fractal_1]
transf_benesi_T1_enabled_false true;
transf_constant_multiplier_000 -0.147436 -0.147436 -0.147436;
transf_function_enabledR_false true;
transf_scale_1 0;
transf_stop_iterations 3;
transf_stop_iterations_A 3;
transf_stop_iterationsT_1 3;


Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
camera 1.390568567550132 -2.964969618384268 1.150094813542499;
camera_distance_to_target 1.5;
camera_rotation 24.98195079535668 -18.51362179916242 -0.6771691635164739;
camera_top -0.1448068158239237 0.2828108025235488 0.9481819635844813;
DE_factor 0.5;
flight_last_to_render 0;
formula_1 99;
formula_2 7;
formula_3 1009;
formula_stop_iteration_2 14;
fractal_enable_3 false;
hybrid_fractal_enable true;
image_height 800;
keyframe_last_to_render 0;
mat1_is_defined true;
raytraced_reflections true;
target 0.7898541862668792 -1.675673239586343 0.6737996532290262;
[fractal_1]
transf_benesi_T1_enabled_false true;
transf_constant_multiplier_000 0 0 1;
transf_function_enabled false;
transf_scale_1 0;
transf_stop_iterations 3;
transf_stop_iterations_1 3;
transf_stop_iterations_A 3;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]

Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
DE_factor 0.5;
flight_last_to_render 0;
formula_1 99;
keyframe_last_to_render 0;
mat1_is_defined true;
raytraced_reflections true;
[fractal_1]
transf_benesi_T1_enabled_false true;
transf_constant_multiplier_000 1 1 1;
transf_function_enabled false;
transf_function_enabled_false true;
transf_rotation 5.48 -24.84 28.61;
transf_scaleA_1 0.9;
transf_scaleB_1 0.9;
transf_stop_iterations_A 1;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 09, 2016, 01:56:41 AM
Complete PrismShape examples.zip

I found out how to create .zip in Ubuntu (it turned out to be very easy  :embarrass: :))

This makes things mush easier.  In theory if the unzipped files are copied into  folder  mandelbulber/toolbar,  they will then all open as toolbar presets when you load Mandelbulber. Then it is easy to explore/tweak/delete


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 09, 2016, 02:07:56 AM
Ok that seems to work :)

Menger Cross Mod1 and Menger Cross KIFS examples

This attached .zip is full of Menger Cross Mod1 and Menger Cross KIFS settings. It is a "dump" of my settings folder so will include one or two .fracts that no longer work as intended because I  was trialling variations to the formulas,  and there will also be some broken links to texture or background .jpegs/pngs. 


Title: Re: Mandelbulber v2 - 2.09
Post by: Buddhi on October 09, 2016, 07:04:23 PM
Mandelbulber 2.09-1 is published. I has several bugfixes:
- fixed bug: in stereoscopic top-bottom mode there were swapped left and right eye
- fixed bug: in stereoscopic top-bottom mode first line of image was incorrect
- fixed bug: corrected calculation of flat background. There was possibility of division by zero.
- fixed bug: when stereoscopic mode was enabled, then thumbnails size was incorrect.


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 12, 2016, 01:17:25 AM
Some Benesi examples

A few settings files for the following hybrid types:-

Benesi Mag Transform T1 pinetree types mixed with Darkbeams Inverse Cylindrical
Benesi T1 modifying Amazing Surface
Benesi T1 modifying  Mandelbox


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 12, 2016, 06:53:13 AM
Here is a link to the current state of a MandelbulberV2 user's tutorial pdf.  Any feedback would be appreciated, as it is a work in progress.



http://cdn.mandelbulber.org/doc/Mandelbulber_Manual_v091.pdf (http://cdn.mandelbulber.org/doc/Mandelbulber_Manual_v091.pdf)


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 13, 2016, 03:26:24 AM
Examples of Brisorbrot 4D.   H'mmmm?  So far I have only found a use for it at iteration 0 (pre transform) to manipulate bulb types.


Title: Re: Mandelbulber v2 - 2.09
Post by: DarkBeam on October 13, 2016, 09:46:33 AM
Bristorbrot was an early formula. What about Makin stuff? I saw very nice results with those :D


Title: Re: Mandelbulber v2 - 2.09-2
Post by: Buddhi on October 13, 2016, 01:24:33 PM
Mandelbulber 2.09-2 is released
There was fixed following bug:
- Corrected calculation of stereoscopic effect for equirectangular projection. There was wrong perception of depth for farthest objects located on the rear of the camera.

Now there should be possible to render correct 360 degree VR animations


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 15, 2016, 03:39:56 AM
 :hmh:


Title: Re: Mandelbulber v2 - 2.09
Post by: Buddhi on October 15, 2016, 08:58:10 AM
:hmh:

WOW! This is VERY interesting set if settings files!
You haven't been effusive in your post, but have attached very bit set of shapes  :D
What do you think to add them to standard set of examples?


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 15, 2016, 10:25:10 AM
I had a weird computer problem and could not use the keyboard on the internet, I could only attach the zip and insert an emoticon. :)

@ buddhi.  Any of my setting files can be added. They probably need some tidying up as the .fract files are a mess of unused parameters?

Here is a dump of my magMbox folder.   These have a standard Mbox placed inside Benesi Mag Forward and Mag Back transforms.


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 24, 2016, 05:14:15 AM
Some Darkbeam's Inv_Cylindrical examples. This transform  is very cool as It can be used with most bulb and box types that I have tested.


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 26, 2016, 01:01:49 AM
These examples are testing Darkbeams sph_inv.  Hopefully they all still work  :)


Title: Re: Mandelbulber v2 - 2.09
Post by: DarkBeam on October 26, 2016, 09:43:04 PM
Bristorbrot was an early formula. What about Makin stuff? I saw very nice results with those :D
Did you miss the post ;)


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on October 27, 2016, 05:13:09 AM
@ The Darkest of Beams

.Mandelbulber has currently  only got one basic Makin formula,( with no tweaks,) and  I have noticed that there are a LOT of Makin stuff to add to the list. I think it is about time I download M3D again and nibble away at the "mass of M3D", but then there is also a a "folder full of .frags"  and I have still have a "bulk of Benesi" to do. Plus the dark science of experimentation.

Cheers, and as always thanks for the help.

The attached is using your spherInv  in making "two fractals for the price of one" which is a cool thing for animation :)
 


Title: Re: Mandelbulber v2 - 2.09
Post by: joe on October 28, 2016, 01:12:53 PM
Thanks Buddhi, congrats on another groundbreaking version! I'm currently rendering my first tests for the HTC Vive VR headset. I think understand how to determine correct distance between eyes for the intended scale to be perceived, but how do I calculate correct "infinite distance correction" for equirectangular images for VR? Also is there a formula for infinite distance correction by screen size and distance to screen? I will be displaying anaglyph art on large projector screens :alien:

Monte carlo is beautiful, and reflections are now focus correct and much more convincing. So glad for netrender though, and looking forward to the day my hardware supports openCL! I will probably opt for the GTX1070 when possible.

My test image is rendering now and I think I see a bug. I am rendering stereoscopic in top-bottom mode via netrender on a 4-core host and 8-core client. The image from the host is correct, but the image from the client is being stretched. I can see the image on the client screen is flattened to 2:1 aspect, though it should be 1:1. This image data is being cropped to the left side...
Ok that's weird. I stopped the render to see if stereo was enabled on the host, it was, I restarted the render and it's fine now, the host image is in 1:1 aspect.


Title: Re: Mandelbulber v2 - 2.09
Post by: Buddhi on November 04, 2016, 06:51:26 PM
Mandelbulber 2.09-3 is released
There were following bug-fixes:
- Fixed bug in function which adds missing material no. 1 during loading settings. When material no. 1 was default, this material was not created on parameter list.
- Fixed bug: when output image was bigger than 2GB, then saving of PNG and TIFF images was corrupted

As always, new version can be downloaded from here: https://sourceforge.net/projects/mandelbulber/files/Mandelbulber%20v2/


Title: Re: Mandelbulber v2 - 2.09
Post by: Buddhi on November 05, 2016, 09:00:21 AM
Thanks Buddhi, congrats on another groundbreaking version! I'm currently rendering my first tests for the HTC Vive VR headset. I think understand how to determine correct distance between eyes for the intended scale to be perceived, but how do I calculate correct "infinite distance correction" for equirectangular images for VR? Also is there a formula for infinite distance correction by screen size and distance to screen? I will be displaying anaglyph art on large projector screens :alien:

Monte carlo is beautiful, and reflections are now focus correct and much more convincing. So glad for netrender though, and looking forward to the day my hardware supports openCL! I will probably opt for the GTX1070 when possible.

My test image is rendering now and I think I see a bug. I am rendering stereoscopic in top-bottom mode via netrender on a 4-core host and 8-core client. The image from the host is correct, but the image from the client is being stretched. I can see the image on the client screen is flattened to 2:1 aspect, though it should be 1:1. This image data is being cropped to the left side...
Ok that's weird. I stopped the render to see if stereo was enabled on the host, it was, I restarted the render and it's fine now, the host image is in 1:1 aspect.

Thank you for the feedback.
About "infinite distance correction" it's actually a little difficult for me to create strict definition of value. This parameter creates offset between two images which doesn't depend on distance. This offset is needed to "move" background far away in 3D appearance. In perfect situation this offset should equal to real distance between eyes (it's about 60mm) on a given screen size. In that situation a viewer will see background in infinite distance (with 3D glasses). The problem is that you never know the size of the display which will be used by a viewer. You can create image which will look perfect on your 24 inch display, but a viewer will use 50 inch display and for him this offset would be too bit (his eyes will need to do reversed squint which is not possible). That's why I decided to make it just a some number between 0 and 1. Value 1 could be a optimal offset for 24 inch display. But recommended value has to be lower because somebody can have bigger display. That's why in the tooltip there is written that there should be used value 0.4 (which I have found by experiments using different displays). But if you want to use projector with extremely big screen (e.g. 10 meters wide), then this value should be close to zero, because the screen is already closer to infinite distance (from optical point of view). The rule which you can use is folowing: If get good result on your computer display (you know size of your display) and you know size od destination display (you mentioned large projector screens), then you can divide "infinite distance correction" by a ratio between destination screen and size of your display.

I'm glad you like monte carlo DOF, even if it's extremely slow :) .

About GPU hardware, the actual version of Mandelbulber v2 still cannot utilize GPU. OpenCL is still not implemented. You you want to play with GPU support you have to use old Mandelbulber v1.21

About NetRender problem with stereo top-bottom, thank you for pointing this problem. I will check what is wrong and create fix for that. I'm creating issue for it on our GitHub page (https://github.com/buddhi1980/mandelbulber2/issues)


Title: Re: Mandelbulber v2 - 2.09
Post by: Starmute on November 18, 2016, 02:39:33 AM
It seems that 2.09 crashes whenever a mandelbox-mandelbox hybrid is used with preferred DE function.


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on November 18, 2016, 04:15:50 AM
@starmute. Thanks.

 Could you send an  example settings file, for checking reproducing the problem.  And remind us again what OS you are using.

I has a quick test on dev V2.10 in Ubuntu, mixing mandelbox with mandlebox-Menger  and had no problems




Title: Re: Mandelbulber v2 - 2.09
Post by: taurus on November 21, 2016, 03:24:46 PM

I'm glad you like monte carlo DOF, even if it's extremely slow :) .


Do you use random numbers for that? I remember the dicussion while setting up the mc renderer in m3d and Jesse finally decided to use pseudo random with low discrepancy - halton sequences to be precise.
http://www.fractalforums.com/releases/mandelbuld-3d-v1-8-6-beta-test/msg58283/#msg58283 (http://www.fractalforums.com/releases/mandelbuld-3d-v1-8-6-beta-test/msg58283/#msg58283)
https://en.wikipedia.org/wiki/Halton_sequence (https://en.wikipedia.org/wiki/Halton_sequence)
This should lead to faster usable results (faster does not mean fast). When I look at my favorite commercial 3d programm - Cinema 4d. It comes along with a "Quasi Monte Carlo" render mode for GI situations. This suggests, that they also use some sort of low dicrepancy pseudo random, to get results faster, than with real randomness. (Afaik generated random numbers are pseudo random as well, but with more realistic properties of actual randomness).
Maybe you want to consider changeing the way of generating random numbers for future versions.


Title: Re: Mandelbulber v2 - 2.09
Post by: visual.bermarte on November 22, 2016, 06:07:08 PM
It seems that 2.09 crashes whenever a mandelbox-mandelbox hybrid is used with preferred DE function.
This executable should fix the problem > http://bit.ly/2gcPrGy


Title: Re: Mandelbulber v2 - 2.09
Post by: visual.bermarte on December 28, 2016, 10:01:33 PM
A big thank you goes to Sabine, now mandelbulber have been translated into Dutch goo.gl/ubt3ap (http://goo.gl/ubt3ap)
Qui veut travailler sur la traduction française?  :)


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on December 29, 2016, 12:02:02 AM
 O0, thanks Sabine :beer: :beer: :beer:


Title: Re: Mandelbulber v2 - 2.09
Post by: Sabine on December 29, 2016, 12:34:40 AM
Very welcome, nice to be able to do a little something in return:)


Title: Re: Mandelbulber v2 - 2.09
Post by: paigan0 on December 29, 2016, 11:11:39 PM
Sweet! Thanks, Sabine! Spreading the Fractal Gospel throughout the lands!   :fiery: :beer:


Title: Re: Mandelbulber v2 - 2.09
Post by: mfg on February 10, 2017, 06:36:27 AM
There are some issues that would be nice to improve/allow:

archive names with dots can be given to .fract files
However, for image files, the name is cut down to the first occurrence of a dot:
c2i0E-1+2(-0.71;.59,-.06)(-.73;.59,.07)1280x1440st003lunitas.fract
but the image with the same name only saves
c2i0E-1+2(-0.png

I am getting a large percentage of wrong estimates (46%) in some imaginary scator fractals.
For example with the .fract parameters attached. Is there an impact of these wrong estimates in the image?

# Mandelbulber settings file
# version 2.09
# only modified parameters
[main_parameters]
aux_light_colour_1 ff00 ff00 ff00;
aux_light_enabled_1 true;
aux_light_intensity_1 1.5;
aux_light_position_1 4 0 0;
camera 1.74222264189599 -3.624432968602918 0.9;
camera_distance_to_target 3.391572102737333;
camera_rotation 30.64593679065138 -11.90927166693668 -0.2109239595031696;
camera_top -0.1083558904952197 0.1756629388790234 0.9784689739073859;
constant_DE_threshold true;
DE_thresh 0.0003;
delta_DE_function 2;
flight_last_to_render 0;
formula_1 152;
fov 0.4;
image_height 1800;
image_width 2500;
iteration_threshold_mode true;
keyframe_last_to_render 0;
limits_enabled true;
main_light_alpha -10;
main_light_beta 10;
main_light_intensity 1.4;
main_light_visibility_size 2;
shadows_cone_angle 3;
target 0.05064318762908027 -0.769355119340569 0.200106613390526;
[fractal_1]
IFS_rotation_enabled true;
[fractal_2]
IFS_rotation_enabled true;
[fractal_3]
IFS_rotation_enabled true;
[fractal_4]
IFS_rotation_enabled true;


Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on February 10, 2017, 06:57:02 AM
Hi manuel

1) file names.   Zebastian, has just made a change for the next release. I will check and see if it addresses this issue.

2) I had trouble using analytic DE with the scator formula. From memory I think I used  logarithmic DeltaDE  for distance estimation.

Percentage of wrong estimates is  a good "guide", and  46% is usually real bad,

Later today when I have some free time, i will have  look at your settings file to see how bad the DE is.



Title: Re: Mandelbulber v2 - 2.09
Post by: mclarekin on February 10, 2017, 07:52:28 AM
1) latest change has not addressed this

2) the scator needs a different distance estimation calculation or brute force rendering.In respect to a  different DE calc. I do not know enough to make one. :sad1:

I think Fragmentarium may have a brute force rendering option, but I have never used it.


Title: Re: Mandelbulber v2 - 2.09
Post by: Buddhi on February 22, 2017, 06:42:30 PM
Mandelbulber 2.10 is released. Visit http://www.fractalforums.com/releases-b233/mandelbulber-v2-2-10/msg99922/#new for more information