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Fractal Software => Mandelbulber => Topic started by: mclarekin on August 23, 2017, 05:59:38 AM




Title: mandelbulber2 dev vesion 2.12 alpha 6
Post by: mclarekin on August 23, 2017, 05:59:38 AM
MandelnilverV2 dev V2.12 OpenCL.  Alpha 6 of the openCL implementation is available here:

https://github.com/buddhi1980/mandelbulber2/releases/tag/2.12-alpha6 (https://github.com/buddhi1980/mandelbulber2/releases/tag/2.12-alpha6)

for those who have the time, please try,  as we need as much feedback as we can get in testing with different GPUs.

There is some trialling of various coloring functions  T>HybridColor at the bottom of the transform list. This is currently only running for testing purposes  (not in OpenCL mode.) Various boxFold and SphereFold transforms now have some color control parameters.

Also it allows more coloring options for single fractals and hybrids.

My proof_of_concept  maths is OK, but where and how they will finally be implemented is yet to be determined. Therefore any color parameters in settings files saved using this transform may not work correctly in later versions.

Also abox12 formula is still beta, and will be changed  a bit.


Title: Re: mandelbulber2 dev vesion 2.12 alpha 6
Post by: Kyzia on August 23, 2017, 02:57:37 PM
Quote
(not in OpenCL mode.)

I didn't catch this on the first read-through.

So... test either OpenCL or Hybrid Colour, but not both at the same time.    :drink:


Title: Re: mandelbulber2 dev vesion 2.12 alpha 6
Post by: lukesleftleg on August 24, 2017, 10:47:53 AM
It all seems to be working perfectly well on my system.

Windows 10 64bit with a Nvidia 780 GPU.

Oh, except I got a crash when I tried double precision OpenCL, but I assume this just isn't implemented yet. (I've never actually tried double precision OpenCL on this GPU, but the spec sheet says it can do it).

Please let me know if my assumption is wrong, and I'll give you more info about the crash.

Other than that, all is very lovely. Thank you very much. :)


Title: Re: mandelbulber2 dev vesion 2.12 alpha 6
Post by: mclarekin on August 24, 2017, 11:44:55 AM

@ Kyzia. Yep, the color thing is just experimental so I have not added it to OpenCL, I just wanted to alert that the code will change and make current setting files unusable.

@ Lukesleftleg Thanks for testing.  Here is a list of the main things still to implement for V2.12. If you see anything else let us know.


- support for multiple GPU devices
- support for double precision
- DOF effect
- texture mapping
- background image
- stereoscopic rendering
- alpha channel
- primitive objects


Title: Re: mandelbulber2 dev vesion 2.12 alpha 6
Post by: Kyzia on August 24, 2017, 02:18:29 PM
I'm trying out the new T>HybridColor function, and while I got it to work, it might be a good idea to have a bit more documentation on how to set it up.  The two things missing (and in retrospect, maybe at least one of them should have been obvious) were;

- It's necessary to ensure 'Use colours from a palette' is ticked in the material properties.  I'd initially tried to just add this as a hybrid into a scene where I'd already set stuff up, including disabling 'Use colours from a palette'

- It's also necessary to select at least one colouring component (they're all unticked by default).  I'd suggest either pointing this out, defaulting to have one of them selected, or optionally both.

That aside, once I got it working, I've seen some interesting results, and it hasn't crashed - which is good.


Title: Re: mandelbulber2 dev vesion 2.12 alpha 6
Post by: mclarekin on August 25, 2017, 09:26:39 AM
@ Kyzia

It will all change. Like palette controls are a global thing that really belong as maybe a drop down menu beneath palette in Material Editor. For now it is just a half finished hack into the out.color for testing. There a lot of things to consider when running this beta transform, it can get really confusing with iteration counts and bailout checks. What is being evaluated is targeted  for possible implementation in V2.13 although I have added a section on color components to the Handbook, and plan to add a section on orbit traps and palette controls.  Thanks for all your testing and suggestions, the Mandelbulber team thrives on feedback.