3dickulus
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« on: September 06, 2015, 06:54:17 AM » |
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For anyone that wants to try Fragmentarium on windows with OpenEXRIT'S DONE Now all it needs is a few tests... and maybe some docs. Use the Windows installer for initial download and the MaintenanceTool for updates Loads EXR format textures and saves EXR format images. edit: when compiling with MinGW for windows it does not require zlib.dll, it gets linked with the static vers from MinGW edit: compiled with Qt 5.4.2 and MinGW 4.9.1edit: Now has a Windows installer!!!
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« Last Edit: June 04, 2017, 08:39:14 AM by 3dickulus, Reason: version update »
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Patryk Kizny
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« Reply #1 on: September 06, 2015, 10:11:17 AM » |
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Jumping off my bed to test it! Gratefully yours!
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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3dickulus
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« Reply #2 on: September 06, 2015, 07:51:03 PM » |
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lols, you sleep in the studio huh? now that's dedication
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visual.bermarte
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« Reply #3 on: October 15, 2015, 10:34:43 PM » |
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This is version 1.0.13 for OSX http://bit.ly/1NKaoXKhow to run a script from terminal: Fragmentarium-1.0.13.app/Contents/MacOS/./Fragmentarium-1.0.13 -s ././fqScript/test0.fqs ././Examples/Tutorials/bermarte.frag
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3dickulus
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« Reply #4 on: October 16, 2015, 03:48:22 AM » |
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I'll host that on my site too I would like to modify the name from Fragmentarium_3Dickulus-master.zip to Fragmentarium-1.0.13-OSX.zipoh, wait, I see it's a zip file in a zip file, Fragmentarium_3Dickulus-master.zip contains Fragmentarium-1.0.13.zip, is this a requirement or can I use Fragmentarium-1.0.13.zip?
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« Last Edit: October 16, 2015, 03:55:49 AM by 3dickulus, Reason: q »
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visual.bermarte
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« Reply #5 on: October 16, 2015, 08:17:51 AM » |
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Yes, you can use Fragmentarium-1.0.13-OSX.zip, as you prefer. now back to mandelbulber. I am so sorry it takes me ages to do things.
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« Last Edit: October 16, 2015, 09:33:08 PM by visual.bermarte »
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SCORPION
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« Reply #6 on: October 16, 2015, 12:21:04 PM » |
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It does not work to save the image .exr - fragmentarium closed when stored.
Windows 7/64 NVIDIA GeForce GTS 450
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3dickulus
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« Reply #7 on: October 17, 2015, 02:01:55 AM » |
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nV version? the win box I use for compiling and testing has a nVidia GeForce GTX 650 ti (GL4.3), have you compiled it yourself or are you using the win exe from my website?
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3dickulus
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« Reply #8 on: November 07, 2015, 10:02:10 PM » |
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v1.0.14 win executables are at http://www.digilanti.org/fragmentarium/Thank you to all who have helped squish bugs or request features, Patryk Kizny, visual.bermarte, the most recent, too many to list Thank you to M. Benesi for the fascinating Pine Fold fragment.
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M Benesi
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« Reply #9 on: November 08, 2015, 04:12:31 AM » |
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Thanks for the sweet builds.
Question: should we update "examples" and stuff too?
Also, both .13 and .14 crash when I try to build with KeyFrames.. Trying to set just RotVector. It might be keyboard actuator failure.. I'll look for a tutorial.
#preset KeyFrame.001 RotVector 1,0,0 #endpreset
#preset KeyFrame.002 RotVector 0,1,0 #endpreset
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« Last Edit: November 08, 2015, 04:46:56 AM by M Benesi »
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3dickulus
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« Reply #10 on: November 08, 2015, 07:24:46 AM » |
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Yes, you need to use the Examples/Includes that come with v1.0.14, the changes are minor and the old ones will still work, all I did was move AUTO_FOCUS and DEPTH_TO_ALPHA to #defines
keyframe presets are camera positions easingcurve settings are for parameter morphing
Take a look at the menu Examples/Tutorials/ 30 - 31 - 32 , these three tutorials demonstrate the basic application of the animation abilities I have added to Fragmentarium, camera spline path, parameter morphing, focal plane tracks target pos.
Read through the page where you downloaded the exe zip (scroll down...) for step by step walk through of each tutorial, they are very simple and should only take a few minutes to follow, they are really for familiarization with the commands/hotkeys, once you understand how they work together you will be flying around recording a path as you go and then applying transitions to other parameters.
PS you may be experiencing crashes because a keyframe is expected to have FOV EYE TARGET and UP values.
edit: lol just noticed the "Build" button is being highlighted erroneously after applying a preset with a locked var that doesn't change, oops...
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« Last Edit: November 08, 2015, 07:50:25 AM by 3dickulus, Reason: lol »
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M Benesi
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« Reply #11 on: November 08, 2015, 08:33:07 AM » |
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k Thanks. I'll check in tomorrow. Might have some questions in the help? thread.
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3dickulus
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« Reply #12 on: November 08, 2015, 09:02:35 AM » |
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easy fix, done, grab the exe-only.zip
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3dickulus
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« Reply #13 on: November 22, 2015, 02:59:20 PM » |
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v1.0.16 anisotropic hardware filtering for textures. @Patryk thanks for getting me to look at the texture stuff, I'm sure there is more that can be done. enable like this uniform sampler2D myTexture; file[test.png] #TexParameter myTexture GL_TEXTURE_MAX_ANISOTROPY 16.0 min = 1.0 = no filter max = 16.0 this pic is labeled as subframes.anisotropy
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3dickulus
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« Reply #14 on: December 06, 2015, 04:16:20 AM » |
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Toolbars stay as user configured them when switching to fullscreen mode and textures are now persistent with one caveat... the win exe won't load EXR format textures, HDR and standard Qt formats are fine, It's a trade off, squished a crash when texture not found and clicking on the GL area bug.
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