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Author Topic: Translucency/Refraction in the "bulb" software  (Read 6178 times)
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David Makin
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« on: July 04, 2011, 08:44:05 PM »

Who's gonna be first Jesse or Buddhi ?
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lycium
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« Reply #1 on: July 04, 2011, 09:05:58 PM »

Fun fact: the very first perspective 3D Mandelbulb render had full global illumination; matte / metal / glass, you name it.
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« Reply #2 on: July 04, 2011, 10:11:29 PM »

Suggestion: What about embedding the new Intel Embree raytracer in one of these apps? It's Apache licensed, cross-platform, SSE and even AVX optimized, supports physically based materials, and has progressive (interactive) rendering: http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

It should be doable to wrap the fractal calculation inside a primitive shape, as long as you can calculate the ray-intersection and normal. But of course, it always sound easier than it is...
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David Makin
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« Reply #3 on: July 04, 2011, 10:37:11 PM »

Fun fact: the very first perspective 3D Mandelbulb render had full global illumination; matte / metal / glass, you name it.

I know, but that wasn't publicly available wink
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« Reply #4 on: July 06, 2011, 12:18:04 AM »

There is one of Budhi`s renders where he did some trick to make the top layer of the box it`s surface semi-transparent so it was possible to look in the box from the outside a while ago and it was cool.

I`ve tried to use a plasma and flame render with alpha channel as background to see the effects when reflections are used but it doesn`t allow me to import the image .

Sure the wizards gathered in this forum can do the trick  drinking beer together






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Sockratease
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« Reply #5 on: July 06, 2011, 02:48:48 AM »

This seems like a good place to remind everyone how easy that would be if there was a program that could easily export the obj files used in 3D Software like Carrara, Bryce, Maya, etc...

I know Terry Gintz's software can, but I never got it to work for me.

Same with the stl file trick in Mandelbulb 3D.

Oh well...  Maybe one day   ugly
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« Reply #6 on: July 06, 2011, 01:06:39 PM »

...I know Terry Gintz's software can, but I never got it to work for me.

i worked quite a while with fractal zplot and even with a whipped cream quat you had to be careful. depending on parameters an exported obj could easily reach 3 million polygons, to get a clean and detailed surface. bulbs and boxes are much more complex, so i think only a 64 bit app with loads of ram might handle these, if any.
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« Reply #7 on: July 06, 2011, 03:18:33 PM »

Translucency would be great for "all inside" formulas...
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Jesse
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« Reply #8 on: July 06, 2011, 10:28:56 PM »

This seems like a good place to remind everyone how easy that would be if there was a program that could easily export the obj files used in 3D Software like Carrara, Bryce, Maya, etc...

I know Terry Gintz's software can, but I never got it to work for me.

Same with the stl file trick in Mandelbulb 3D.

Oh well...  Maybe one day   ugly

I agree fully with you, stopped that voxel export because there was no file type that supported it satisfyingly (looks grammatically not that right).
And a real mesh export is just to much work for now, itso.  A Beer Cup

Translucy with CPU inside rendering using (not working) DE's is the least efficience way i could imagine, wouldnt expect to find it in m3d.
If you export a scene, you could use single precision and GPU stuff, and there are plenty of programs that are specialised for it.


Translucency would be great for "all inside" formulas...

The ones with only surfaces and all outside renderings.. shiny fractal bubbles floating around (i still vote for exporting  wink)
« Last Edit: July 06, 2011, 10:44:49 PM by Jesse » Logged
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« Reply #9 on: July 10, 2011, 05:49:09 PM »

Exporting is cool but it doesnt show the detailed inside of the object when given a transparrent color in another program as it would do if M3d or Mandelbulber have the translucency on board.

Incendia does STL Mesh export and it`s easy to convert to an OBJ-file but it`s not showing details inside the object when using transparency.
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« Reply #10 on: July 13, 2011, 08:54:16 AM »

Who's gonna be first Jesse or Buddhi ?

could be done using Nvidia's OptiX ?
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cbuchner1
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« Reply #11 on: July 13, 2011, 11:03:08 PM »

could be done using Nvidia's OptiX ?

raises hands.

http://forums.nvidia.com/index.php?showtopic=150985

I did some reflections against an environment map. Optix supports multiple ray bounces, but it's hard to really see them on fractal surfaces.

Refraction is hard because there is no known reliable way to do distance estimation to the surface from the inside of the object.
« Last Edit: July 14, 2011, 02:40:55 PM by cbuchner1 » Logged
David Makin
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« Reply #12 on: July 20, 2011, 12:58:15 AM »


Refraction is hard because there is no known reliable way to do distance estimation to the surface from the inside of the object.


I think the (convergent smooth iteration) delta method could be made reasonably "reliable" just not particularly fast, though of course "fast" 5 years ago is slow now wink
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« Reply #13 on: July 22, 2011, 12:04:35 AM »

The typical distance estimating functions we all use work fairly well on the inside. They are a bit slow "pulling away" from the surface. No worse than doing reflections. Just flip the "distanceMultiplier" to its negative whenever a surface is hit.
I tested this by doing some fractal xrays. Search fractal xrays on youtube if interested.
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David Makin
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« Reply #14 on: July 22, 2011, 12:33:33 AM »

Not even close:



Unless of course you're going to correct the bias across the bulbs and the variation in values dependent on the bulb periods.
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