I'm not sure whether this would be a bug, something I'm doing wrong, or something else, so I'd appreciate some help understanding what's going on...
I have a scene using a Mandelbox fractal type, and when I render it with default raymarching step size, I get a high percentage of wrong distance estimations (over 10%)
If I try to run the optimization, even the 'low quality' optimization, I end up with a very small value for the raymarching step size (0.00128), and if I then try to render using that value I end up with an almost empty screen. Even if I set it higher (like 0.05), I'm getting large unexpected gaps.
Here's the settings for anyone who wants to try it and see what I mean...
# Mandelbulber settings file
# version 2.11
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
camera 1.969343724242223 -2.78823256626516 3.056456666191479;
camera_distance_to_target 2.011153221130371;
camera_rotation 5.967398591253336 26.33729010574944 -1.038753892303514e-08;
camera_top 0.04612346448810285 -0.4412504914783782 0.8961978742407863;
delta_DE_function 1;
delta_DE_method 1;
DOF_enabled true;
DOF_focus 1.022912740707397;
DOF_radius 4;
flight_last_to_render 0;
formula_1 8;
formula_material_id 2;
image_height 720;
image_width 1280;
keyframe_last_to_render 0;
mat2_fresnel_reflectance true;
mat2_is_defined true;
mat2_name copper;
mat2_reflectance 0.8100000000000001;
mat2_specular 6.97;
mat2_specular_color ff00 c700 a600;
mat2_specular_width 0.397;
mat2_surface_color dc00 8900 6f00;
mat2_transparency_index_of_refraction 8.960000000000001;
mat2_use_colors_from_palette false;
raytraced_reflections true;
target 1.781962513935456 -0.995608102067906 3.948713967225516;
view_distance_max 81.01597107197888;
volumetric_fog_colour_1_distance 0.06415900641236565;
volumetric_fog_colour_2_distance 0.1283180128247313;
volumetric_fog_density 0.25;
volumetric_fog_distance_factor 0.1283180128247313;
volumetric_fog_enabled true;
[fractal_1]
mandelbox_folding_value 1.4;
[fractal_2]
IFS_rotation_enabled true;
[fractal_3]
IFS_rotation_enabled true;
[fractal_4]
IFS_rotation_enabled true;