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Author Topic: Update to the mmf wip formula for Ultra Fractal  (Read 20690 times)
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David Makin
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« on: January 18, 2010, 05:45:25 AM »

Hi all,

Finally got the wip (3D Mandelbulb etc.) formula to a point for a new update.
The latest version is now here:

http://www.fractalgallery.co.uk/MMFwip3D.zip

Edit: 1/12/2012 An example UPR:

Code:
Fractal1 {
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  EAek055t11tNa7SZJ/hrm5PbfGbbvUzwh5b0Q4WJdv6GruKzrsxmHM39PSb5rslq//X9XHFv
  q1b7KLGeNwafr5vVzAOm+yXpBv2Wqfr3v9wfQ+wrrVvO8y0Pw61zn+9ZHlP3ad1irPrag+Lc
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  w66CjTiSSSsVxXH66DLJREseFcxBz/DZ6ACnTbafg/fpMPCS+5/D5WobiD==
}

Edit: (12th Feb.2010) The formula now includes Tom Lowe's Mandelbox formula (Tglad) as "Fractal Type"=3D Mandelbrot and "3D type"=Lowe Mandelbox.

Edit: (2nd March 2010) The formula now includes "Simple Sierps" under the Mandelbulb/Juliabulb option (here due to the architecture of the formula). The "Simple Sierps" options allow Location Restricted escape-time IFS based on Tglad's fractal type.

Edit: (12th March 2010) Have added "Lighting + Orbits" to the colouring options. This includes full-3D orbit trapping for any of the formulas and the option to use "genetics" based colouring for the "Simple Sierps" and "Lowe's Mandelbox" formulas (as suggested by Tglad).

Edit: (11th April 2010) Have added analytical distance estimation for the Mandelboxes including an automatic routine for getting the correct scaling for the DE values. Added the option to start with the equivalent of "z=pixel". Fixed a bug in the orbit colouring options. Added the ability to apply location based IFS to any formula. Added the ability to add Mandelbox-style rectagular folding to any formula. Added the "Crazy double complex" formula. Changed the option to negate the spherical inversion values on the Mandelbox to an option to scale by a value instead. Added the Iteration estimation method (doesn't work on the Simple Sierps or Mandelbox). Added rectangular and spherical ambient occlusion options.

Edit: (20th April 2010) Updated again.
Improved the autobox information output as compiler messages.
Added an option such that when possible the rectangular occlusion will use the values calculated from the "autobox" precalculations (i.e. for box centre and size).
Added experimental pseudo-depth of field options.
Added general spherical folding such that it can be applied to all formulas.
Fixed the analytical DE for the crazy double complex formula.
When passing the background colour from the formula to the colouring then the alpha channel of the background colour parameter now controls the opacity of the background against lower layers in the same way that the "inside" opacity does when not passing the background colour. (This update also needs you to update mmf4.ucl from the UF formula database).

http://www.fractalgallery.co.uk/MMFwip3D.zip

And you'll also need the update to mmf4.ucl which is in the Ultra Fractal formula database.

The main Mandelbulb formulas (White/Nylander and Thornton 1) have been vastly optimised.
Plus several fixes, plus additions including fogging, visible light sources and the ability to use any UF class based colouring to colour the fractal if you have UF5.
Also the formula is now fully backwardly compatible with UF4 - just the fBm and "Lighting+UF colouring" options won't work.
« Last Edit: December 01, 2012, 12:45:57 PM by David Makin » Logged

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« Reply #1 on: January 18, 2010, 01:50:59 PM »

great, thx dave, perhaps a few more words about how to install it, and a basic tutorial for setting up the coloring cheesy
the .ufm file should be copied to the own documents/uf5/formulas folder i think

hope there will be a uf5 version, with plugable functions

great work!


and how the heck to increase the iteration values for more detail ?!?
sorry, i always got into this  angel
« Last Edit: January 18, 2010, 01:59:36 PM by Trifox » Logged

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David Makin
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« Reply #2 on: January 18, 2010, 02:13:39 PM »

great, thx dave, perhaps a few more words about how to install it, and a basic tutorial for setting up the coloring cheesy
the .ufm file should be copied to the own documents/uf5/formulas folder i think

hope there will be a uf5 version, with plugable functions

great work!


and how the heck to increase the iteration values for more detail ?!?
sorry, i always got into this  angel

OK.

1. Download the zip to your hard drive.
2. Extract MMFwip3D.ufm to somewhere in your Ultra Fractal "formulas" folder - it's better *not* to put it in the "public" folder since that's best kept specifically for UF database formulas so instead either extract to the root of the "formulas" folder or a special folder in "formulas" for example called "downloads".
3. Update your formulas from the UF formula database to get the new version of mmf4.ucl.

Am working on the class-based version smiley

By default the iteration count is set to 400 (it's a user parameter in the main formula called "Max. Iterations"), normally to change the level of detail just change the "Solid Threshold" - the smaller the value then the closer to the "inside" you get.
If you wish to render based solely on iteration count then set the formulas "Max. Iterations" parameter to the value you want and reduce the value of "Solid Threshold" - this way solid will be based on the iteration count rather than the sold threshold - always use values greater than zero for the solid threshold (but otherwise as small as necessary).

Note the information section and the fact that most or all the parameters have useful hints.
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« Reply #3 on: January 18, 2010, 07:44:21 PM »

thank you very much, i had to use a solid treshold of 0.000000000001 just zoomed ~100x

but what is not working for me is the lighting, i do not understand how to define the surface color
of the object, and shade it properly .. .sad

perhaps bib can write a nice tutorial cheesy
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« Reply #4 on: January 18, 2010, 09:19:44 PM »

perhaps bib can write a nice tutorial cheesy

That would not meet your expectations!

But tell what video/picture you like and I'll post the upr smiley

Thank you Dave for this update cheesy Do you have an example of how to use fogging?
« Last Edit: January 18, 2010, 09:38:05 PM by bib » Logged

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« Reply #5 on: January 18, 2010, 10:21:49 PM »

http://www.fractalforums.com/videos/mandelbulb-tunnel/

this one would be nice cheesy

and @bib i think you adjust the treshold and the iteration values carefully for each zoom level ?
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« Reply #6 on: January 18, 2010, 10:32:50 PM »

Trifox I have attached the file.
 
I usually do not change iteration count and sticks with Dave's default at 400. I adjust solid threshold for all keyframes. At the beginning I used to set Distance adjustment to 0, but I discovered that setting it to positive values (less than 1) helps reducing the variation range of the solid threshold in a zoom, as you will notice in the attached file, and to optimize calculation speed, because it seems that this enables distance related solid threshold: the farther an object is, the less details it will calculate.

Edit : file removed because it's not compatible with the updated formula.

« Last Edit: January 18, 2010, 11:04:01 PM by bib » Logged

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« Reply #7 on: January 18, 2010, 10:43:23 PM »

Trifox I forgot to say that you better use Dave latest formula posted in this thread rather than the one in my file. You might have to manually re-set all parameters unfortunately.
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« Reply #8 on: January 18, 2010, 10:50:02 PM »

Irk, I'm confused. The one he linked to in the .zip has 3D3 and 3D5. I don't know the difference. And the .ufr bib gave seems to want 3D4. I've also update the .ucl file. What's going wrong?  cry
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« Reply #9 on: January 18, 2010, 11:02:22 PM »

The name of the formula has changed.

Try with this one. It's just an image, but with Dave's latest version, and some standard parameters to start playing with.

Mbulb {
::QEkkRhn2Ni1SPytNS47Gw/Ha0nSg9oWkiSt6sgHsz4FIA2JejPkb7AKJquZGqHrE1MTP/63i
  PkIl65Q0JWkV9xPWkVVkqegVqYyf59vb3OlQJ509frYSWsf3ziK1Faec8uLcx5LKaG0UyuyH
  GpIt6lD8KhakunNMyb5/L0BU+BcMKe/7fnRPDolselorlu/zsyHPP0N1WtfXXPrUouSRAkNc
  1luKazkUJ6Zjj7UDs2xe2AvVRvyHf/7aY99i2zW4ge5D04DghsztUUU27fXd3AYOzoQD7FhW
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  o4jgjx2+JYxrXMoIA9HGv09sotuzOWT3Tg/YURjjitwUb9tqr9c63YtVcp2zqHYq6M3BiTpP
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  lD/GMETvnYNDc39u9g9fvT0q0bA97dj86gw4sdS/9jOpuhChy4ozswM73Jx6hLYCZ3kC2FwE
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  zXsEaZtXaOnRvagqpHOj9haYe+px/3g6nuCpyg0Z/8PvfX9DvW3SFVwq1ao+Qjsrk+1uSzMp
  BYS5pzvaapPJ85G6+mm6IIh7vAlCe4TSF0nLzP0K6pHODlzGElmyTz9BmApyrLamzbD920VB
  1TuX80OUWAAjcIYGhTIpZue0lMdN1Zph1/x4jz90wEQhp+5wXdXMIpFDya97mIdXnCTlvvC+
  bmbhEVJK5LIXN10cd+AlleD9XsHA0i8X6X09Mrph5HqBqMEHl6NV29sOBSqT8CsXqDfyW+OO
  rI/JuckmHs6hqiQF7RP61S25YXCsZXQ8afwwY8q1fTf8CXh0Qx04AsQbwC5wyb/wIybeTPKE
  LEFjXWYa4w+U3zIi3yOcIc4Q4ABdi8A7BIT2wwkt4lEiXyqleLYdSS0xQKS2gHZLekNePSIF
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* Mbulb2.jpg (200.69 KB, 1024x768 - viewed 1015 times.)
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David Makin
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« Reply #10 on: January 18, 2010, 11:06:26 PM »

OK, here's a parameter file for everyone to pick through.
It includes two layers each of which produce the same image but the way the fogging is accomplished is different in each case.

The upper of the two layers is the "simpler" method, here the "inside" solid colour is set to the fog blue (the same as the fog colour parameter in the 3D formula), in the bottom layer however "Specify background colour" is enabled in the 3D formula "Viewing control" section which means that in fact everywhere is coloured using the "outside" colouring including the background - the coluor for which is passed from the 3D formula to the colouring, however because fogging is enabled the background actually gets coloured in the fog colour.
As to the fog itself you control it's thickness and start distance using the fog parameters - the distances you specify are from the viewpoint which is at "Camera Distance" + "Image Plane distance" from the target - in the example that's 3 + 12 and the fractal is approx. 1 unit in radius so I've set the fog start distance to 14 i.e. 3+12-1 and the farpoint to 16 (2 units = approx. diameter oif fractal).
Now if you reduce the opacity of the fog colour parameter on each of the layers you'll see the difference between using fog with and without enabling the "Specify background colour" option.

The main reason to enable the "Specify background colour" parameter was so that it's possible to make visible the "other" lights when you wish to do so, even when they're over the background - note that that will only happen when they are point sources and obvioously when they're in view smiley

Note that when enabling "Specify background colour" then you need to enable "Background colour" in the 3D colouring formula plus if using "other" lights then you'll also need to enable "Visible lights" in the colouring (even if you have no point sources). If you enable fogging in the main formula then you need to enable "Fogging" in the colouring.

I realise that animation using the current fogging method will be "tricky" to say the least but I will extend the options in future wink
I confess I only really implimented it with stills in mind.
However there's no such problem with the visible lights option so having an animation with up to 6 spherical UFO's in various colours flying round and lighting up the fractal is entirely possible smiley

Code:
Fractal1 {
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}
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cKleinhuis
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« Reply #11 on: January 18, 2010, 11:11:10 PM »

so, what do i have to do to get more detail on this ?

Code:
Mbulb {
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}


* Mbulb.jpg (57.28 KB, 800x600 - viewed 892 times.)
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---

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cKleinhuis
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« Reply #12 on: January 18, 2010, 11:13:00 PM »

ok, i got it, just use immense small treshold values cheesy
like 0.000010047448
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bib
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« Reply #13 on: January 18, 2010, 11:13:19 PM »

Thanks Dave smiley


However there's no such problem with the visible lights option so having an animation with up to 6 spherical UFO's in various colours flying round and lighting up the fractal is entirely possible smiley


That's gonna be Trifox's new challenge cheesy
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bib
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« Reply #14 on: January 18, 2010, 11:14:28 PM »

so, what do i have to do to get more detail on this ?


reduce solid thresold by a factor 100 or 1000
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