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Author Topic: Mandelbulber v2 - 2.08  (Read 8310 times)
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Buddhi
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« on: July 01, 2016, 06:15:16 PM »

Mandelbulber v2 2.08

Free download (executables for win32 and win64, OSX and multiplatform source): http://sourceforge.net/projects/mandelbulber/
https://github.com/buddhi1980/mandelbulber2

Together with zebastian, mclarekin and bermarte we have finished new version of Mandelbulber.
Development of this release was focused on implementation of material management and texture mapping. From now there is possible to define many different materials and assign them to fractal and primitive objects, like it is possible in most of 3D modeling applications. Materials can use textures for color, luminosity, diffusion, normal maps and displacement maps. Texture mapping uses bicubic interpolation together with mipmapping.
For fans of 3D printing there is function to export fractal as point cloud (series of images with fractal slices)
There is about 20 new fractal formulas and many new small features, improvements and bug fixes.


What is new?
- Materials: Added editor for materials as a separate dock
- Materials: Added real-time preview for edited material
- Materials: Added Material Manager dock which can be used to select, add, remove, load and save materials
- Materials: Added selection widgets for materials (with preview)
- Materials: Added possibility to assign selected materials to fractals and primitives. In boolean mode each fractal can use different material
- Materials: Added loading and saving materials to separate .fract file
- Shaders: SSAO and raytraced reflections are enabled by default
- Shaders: Converted existing shaders to use material data
- Shaders: Added bicubic interpolation for textures
- Shaders: Added mipmapping for textures
- Shaders: Added texture mapping algorithms: planar, spherical, cylindrical, cubic
- Shaders: Added support for color, luminosity, diffuse, normal map, bump map, displacement map textures
- Shaders: Corrected calculation of opacity for transparency effect
- Shaders: Added "flat" mapping for background picture
- Shaders: Corrected orientation of textures for background and environment mapping
- Shaders: Fixed bug in FastAmbientOcclusion. Sometimes it generated white points.
- Shaders: Calculating of normal vector converted from 4 point version to 6 point version which is more symmetrical and accurate. Rendering speed change is mostly not visible.
- Volume export: added tool (Export Volume Layers) to export fractal shape as images with slices (e.g. to use for 3D printing)
- SSAO: Much improved quality of Random SSAO effect
- DOF: Corrected equations for blur opacity
- DOF: Added multi-pass rendering of second phase
- DOF: Corrected randomizing algorithm (eliminated stepping)
- DOF: Added adjustment for blur opacity
- Added new fractal formulas:
  * Msltoe Toroidal Bulb
  * Riemann Bulb Msltoe Mod2
  * Transform - Surf Fold Multi
  * AboxModKaliEiffie
  * Imaginary scator Power 2
  * Collatz fractal
  * Menger Pwr2 Polynomial
  * Transform - Power2 Polynomial
  * Mandelbox Menger
  * Mandelbulb_Bermarte
  * Mandelbulb_Kali
  * Mandelbulb_Kali_Multi
  * Transform - Rotation Folding Plane
  * Transform - Quaternion Fold
  * Transform - Menger Fold
  * Menger Middle Mod
  * Msltoe Toroidal Multi
  * Amazing_Surf_Multi
  * Mandelbox Menger
- Fractals: Added checkbox on each formula tab to disable selected formulas in hybrid or boolean mode
- Fractals: Corrected incompatibility for IFS formula with older settings files.
- Fractals: Added detection of Not-A-Number results to avoid computation hanging
- Fractals: Changed 'get Julia constant' behavior. When Julia constant is set, the Julia mode is automatically enabled and image renders.
- Fractals: After selecting Julia constant, mouse click mode is changed back to "move the camera" mode.
- Image: Added possibility to save an image as surface normals
- NetRender: client-server are compatible until major version is the same (e.g. 2.08 will be compatible with 2.08-1)
- NetRender: now there is possible to connect client during rendering of image
- NetRender: Updated NetRender to send all textures through the network.
- NetRender: Fixed bug: - crash - when client version was wrong it cleared message buffer after client was deleted (with message buffer)
- UI: Added auto-refresh function. There is new checkbox just below RENDER button. This function should be good for experimenting with different fractal parameters, because image will re-rendered automatically when any parameter will be changed.
- UI: Added image quality presets
- UI: in preferences dialog now there are two tabs: general, image
- UI: preferences dialog and animation player now opens only once (bring to front, when already opened)
- UI: added option to load thumbnail cache from server (mandelbulber.org) which speeds up displaying previews for examples
- UI: added generate thumbnails option to render thumbnails for all example files
- UI: improved UI elements for selecting textures
- UI: in edit field's context menu there are added options: "remove from keyframe animation" and "remove from flight animation". Added icons.
- CLI: added voxel export as CLI option
- CLI: added test option
- CLI: fixed bug: Progress bar was not showed in CLI mode.
- Animation: the player gets new images from current animation render, as they get saved to the animation folder
- Animation: notification for keyframe/flight folder does not exist
- Animation: Fixed problem with not updated interpolation of keyframes after change of parameters. There was missing clearing of interpolator cache.
- Settings: Added error handling for missing value for any parameter in settings file.
- Settings: Updated conversion of old settings (v1.21) to be compatible with new materials
- Settings: Added conversion of settings older than 2.08 to be compatible with new materials.
- OSX: Changed shared Dir for OSX
- Performance: optimized access to light sources data
- Performance: extendedAux now is not an array. It makes rendering of hybrid fractals faster
- Performance: Added logging verbosity level parameter for WriteLog. This will reduce memory usage caused by log.
- Performance: Changed refreshing if progress bar to be only when image is updated. This speeds up rendering when main loop is processed by every 10ms.
- Performance: Added protection against using of partially allocated image (now is more thread safe)
- Examples: Added animation: hybrid 02 - rectangle hieroglyphs animation.fract
- Examples: Added example materials
- Examples: Added example textures
- Compilation: added CMakeLists.txt to build the project with cmake
- Compilation: source code cleanup to eliminate cmake, clang and gcc  warnings
- Compilation: cleaned up structure of includes
- Compilation: program prepared for compilation with MSVC
- Compilation: switched to Qt 5.6.1


As always every feedback is appreciated!

Source code repository (GIT, SVN) https://github.com/buddhi1980/mandelbulber2
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Patryk Kizny
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« Reply #1 on: July 01, 2016, 07:15:32 PM »

Is this version already running on OpenCL or we're not there yet?
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
Buddhi
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« Reply #2 on: July 01, 2016, 07:17:00 PM »

Is this version already running on OpenCL or we're not there yet?
Not yet
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Buddhi
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« Reply #3 on: July 02, 2016, 08:56:57 AM »

What do you think about new possibilities with texture mapping and materials in Mandelbulber?

Now there are possible such a images:


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mclarekin
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« Reply #4 on: July 02, 2016, 11:29:39 AM »


There has been so much development with MandelbulberV2 in the last 12 months that it is hard to find time to really test out the features. There could be problems or possible enhancements that we have yet to notice.
Therefore it would be very helpful if some of you could find time to test V2.08, and come back with any feedback.

This is an example of a Menger Sponge with some options and polynomial controls. 


Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
aux_light_colour_3 6900 7900 ac00;
aux_light_intensity_1 0.03551742459047396;
aux_light_intensity_2 0.01514964389254116;
aux_light_intensity_3 0.04017613773900825;
aux_light_intensity_4 0.002529500582852088;
aux_light_position_1 0.8112968635651493 -10.77055323287806 2.483454390065885;
aux_light_position_2 -0.1327601709436197 -9.684921403430431 1.673083191113926;
aux_light_position_3 -1.601243296137828 -7.857877982656581 0.4306246163952573;
aux_light_position_4 1.113891328967771 -7.450702354745986 1.399364410262542;
camera 5.316184719662322 -11.64146202791776 5.715011278387616;
camera_distance_to_target 5.789895534515382;
camera_rotation 46.27123317633198 -36.6804612080422 -92.27809183418873;
camera_top -0.6735406909505962 -0.7384623898581989 -0.03187846292892549;
DE_factor 0.075;
flight_last_to_render 0;
formula_1 90;
fov 0.3;
hdr true;
hybrid_fractal_enable true;
keyframe_last_to_render 0;
mat1_coloring_palette_offset 1.6;
target 1.960786847423916 -8.43174950880908 2.256407374461041;
volumetric_fog_enabled true;
[fractal_1]
info true;
transf_function_enabledAx_false true;
transf_function_enabledBx_false true;
transf_function_enabledy_false true;
transf_scaleB_1 0.503978;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]


* mgrPoly jrt4 68.jpg (220.08 KB, 800x600 - viewed 254 times.)
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zebastian
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« Reply #5 on: July 02, 2016, 03:14:56 PM »

Here is rather unusual showcase of the formulas present in mandelbulber v2.08. A lot of fractals and all transforms are missing, since the space did not suffice smiley
Here is a better version of the image
http://z3bastian.deviantart.com/art/The-many-types-of-fractals-svg-619071520?ga_submit_new=10%253A1467463430&ga_type=edit&ga_changes=1&ga_recent=1
And here is the original file:
cdn.mandelbulber.org/misc/The many types of fractals.svg

Have a lot of fun with the new version everyone!


* The many types of fractals_small.png (217.93 KB, 700x493 - viewed 384 times.)
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mclarekin
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Posts: 1739



« Reply #6 on: July 03, 2016, 04:32:07 AM »

An infinity of geometric patterns Amazing surf Mod1, just randomly choose one or more of the five fold types,

And if this in not enough, then change to Amazing Surf Multi, for an even greater range of infinity.

Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
boolean_operators true;
camera 0 0 0.8676067444928091;
camera_distance_to_target 2;
camera_rotation -90 -90 -90.0000000000001;
camera_top -1.77635683940025e-15 1 -1.050210864190966e-31;
flight_last_to_render 0;
formula_1 77;
fractal_constant_factor_1 0.8 0.8 0.8;
keyframe_last_to_render 0;
target 0 0 -1.132393255507191;
[fractal_1]
mandelbox_color_R 11;
mandelbox_folding_value 2.6;
mandelbox_scale 2.7;
power 2;
transf_minimum_radius_05 0.039216;
transf_offset_0 7;
transf_start_iterations_250 0;
transf_stop_iterations 1;
[fractal_2]
[fractal_3]
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]


* amzng srf mod1 asd2 5.jpg (179.92 KB, 800x600 - viewed 222 times.)
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Buddhi
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« Reply #7 on: July 03, 2016, 03:07:51 PM »

I have just released Mandelbulber in version 2.08-1. There was one important bug fix, because program crashed when rendering of animation was started from command line.

I'm still waiting for some feedback from you about using of materials and textures.
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mclarekin
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Posts: 1739



« Reply #8 on: July 04, 2016, 09:11:41 AM »

example of new formula Mandelbulb Bermarte. There are eight fabs() controls that increase the possibilities

Code:
# Mandelbulber settings file
# version 2.08
# only modified parameters
[main_parameters]
ambient_occlusion_enabled true;
background_color_1 0000 2400 0000;
background_color_2 0000 2400 0000;
background_color_3 8500 8d00 9000;
camera 6.922147411497966e-17 -2.92871622096231 -0.06418420293837773;
camera_distance_to_target 3.000000000000011;
camera_rotation 0 0 0;
camera_top 0 0 1;
DE_factor 0.2;
flight_last_to_render 0;
formula_1 94;
fractal_constant_factor 1 0.8 1;
fractal_rotation 90 0 -90;
image_height 2400;
image_width 2400;
julia_c 0.02909453983762963 -1.051739292729697 0.004207280292924498;
keyframe_last_to_render 0;
main_light_alpha 0;
main_light_beta -1.1;
mat1_color_texture_intensity 0.83;
mat1_coloring_palette_offset 33.76;
mat1_coloring_palette_size 255;
mat1_file_color_texture /home/graeme/mandel textures/aztec.jpg;
mat1_surface_color_palette 782b23 4d2b22 806013 2d1e01 5e300c 826738 362e00 352412 9a4945 964834 291e1c 3b1918 5a1d1a 5c1c1c 581c14 5e2512 5e3114 673213 6d3816 66340f 643710 683e14 663b11 c0472a 70471b 6a4211 71471d 79542a 735539 262a36 484651 3a2313 624831 6b5b5b 3d4548 272a2f 34353a 674e87 4f5458 653c1e e6502f db472b d78770 a2903c 5f120c a0271f 7a2916 ff6647 ff865e eaab41 eab253 9f947e 106fcb 54bfff 1e8bf0 1877d1 182f3f 1668be 1469c4 1c6bb0 19518a 1361ac 346ba1 1f5c93 3b5260 23241f 631c16 4b1209 602217 392725 4b2111 4e0e05 281413 0f0b0c 0f212b 142c1c 146a23 0d962e 963f2c 8a2d1b 8f2c17 8c2713 84240e 81220e 83240e 771a08 842010 82311e 802916 7f2814 812412 7e2310 7d200e 781f0d 6f2013 6a1e10 65190b 581c12 511c0e 9c3821 9e3218 9a3018 9f3015 a12f14 a73115 a52f15 a93013 af3214 b73416 bb3518 bf3415 c63717 c83816 d03715 d33b16 d43714 bd3211 9c2a10 9e3114 9e260d 982c12 852a17 310e0a 671311 61130f 70190f 6c1412 66100f 5c0c0b 65110f 4d0b0c 460e0d 410e0d 380e0f 240807 260a07 26090b 160d0e 281e1d 7a3317 692b12 47372a a63e25 c73921 d13828 ff9070 ff5c3d 774637 605118 bf9b20 701c1a bb6556 824415 c93819 b72d10 a0280d 84210c 6b1c0b 54160b 100805 282009 554013 b66a5a a8615b b86a5d b66a5c b66756 c17261 b66258 b7695c c17261 b76a5a b7695c b76a5a b5695b bc6f5f b66b58 bc6d5c bc6f5d bb6e5e b26659 b06457 bb6d60 c17263 c77867 cd7c69 cd7c69 d07e69 c97a69 c87968 cf7e6b cd7c69 c97b67 cc7b68 d1806d c67967 c77b6d c57868 c57868 b57367 c1776a c2796a bd7366 c27467 c77a68 c67969 c67967 bd7465 c47868 c5796b bb7263 b97163 b16b61 b06c61 af7166 ad6c66 734337 a06662 916238 65688b 36a0ff 1e8bf2 6fd2fc 1261b0 182633 62b1ec 185a97 175ba6 16548f 13487c 2d5f92 123b67 0d2f52 0e2336 1e2832 18222c 204363 214460 264154 293946 75544b 745249 6c4741 422f28 3e2423 3c2223 322117 643235 6f2f2d 702c2d 71412b 6c492b 674931 554a4e 533444;
mat1_texture_mapping_type 0;
SSAO_random_mode true;
target 6.922147411497966e-17 0.07128377903769895 -0.06418420293837773;
view_distance_max 9.506737279982675;
[fractal_1]
mandelbulbMulti_order_of_xyz 5;
power 4;
transf_function_enabled_false true;
transf_function_enabledAy false;
transf_function_enabledAz false;
transf_function_enabledx_false true;
transf_pwr_8 6;
transf_pwr_8a 3;
[fractal_2]
power 2;
transf_function_enabledAx false;
transf_function_enabledAy false;
transf_function_enabledAz false;
transf_pwr_8 2;
transf_pwr_8a 1;
[fractal_3]
power 2;
[fractal_4]
[fractal_5]
[fractal_6]
[fractal_7]
[fractal_8]
[fractal_9]


* mbulbBerm BAC1 600.jpg (241.06 KB, 600x588 - viewed 245 times.)
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Buddhi
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« Reply #9 on: July 04, 2016, 05:07:59 PM »

It's starting to be waste of time to post about new releases here. I'm getting more feedback about Mandelbulber from another websites than from FractalForums! You only want to have the software, but nobody is interested to support developers just by giving a feedback. You are wondering why MB3D will be no longer developed, but there was the same problem - lack of feedback.
I'm writing this software for fun, because I really like programming and fractals. But you have to remember that it's also for YOU. If you want to have the software designed as you want, you have to provide a feedback.
Despite everything I'm going to continue development of Mandelbulber but I'm not sure if FractalFormuls will be main platform to post announces about new releases.

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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #10 on: July 04, 2016, 05:13:40 PM »

Question.
Is it possible to add a 3d perlin noise generator that can perturb the fractal formulas? For example the C addition constant...
You should calculate it just once then it stays the same.
There are fast premade codes that can generate 3d perlin for Fragmentarium. It should be very easy to port it.
Congrats for the software
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No sweat, guardian of wisdom!
Buddhi
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« Reply #11 on: July 04, 2016, 05:41:47 PM »

Question.
Is it possible to add a 3d perlin noise generator that can perturb the fractal formulas? For example the C addition constant...
You should calculate it just once then it stays the same.
There are fast premade codes that can generate 3d perlin for Fragmentarium. It should be very easy to port it.
Congrats for the software

Thanks for your input. It's interesting idea. It will be easily possible. I think it could be added as a first formula in hybrid sequence. Do you have any images which show expected results?
I will look into Fragmentarium code how to do perlin noise. I had also a plan to use perlin nose as a surface texture or clouds (some kind of haze).
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quaz0r
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« Reply #12 on: July 04, 2016, 09:57:43 PM »

just curious, what are the websites which you have found more active than fractalforums?
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Buddhi
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« Reply #13 on: July 04, 2016, 10:28:25 PM »

just curious, what are the websites which you have found more active than fractalforums?
Just DeviantArt, Facebook, G+ and direct email/phone feedback. Sites not fractal related, but people are also fascinated in fractals, and many of them are professional artists. For instant some of them use Mandelbulber for professional purposes like creating fulldome animations for planetariums.
So that's why I'm wondering why fractal related service like FractalForums almost doesn't give me any feedback (the same was for MB3D). It's difficult to develop the software, especially cross-platform, when you event don't know if it works properly on different systems.
Fortunately we are getting from FF many ideas about fractal formulas or algorithms which can be implemented into Mandelbulber. And fortunately I have zebastian and mclareking in the team, because they give me strong support in application development. Zebastan is helping me in adding different features like in last release it was Voxel Export, and mclarekin is adding a lot of new formulas and do a lot of testing.
 
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quaz0r
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« Reply #14 on: July 04, 2016, 11:20:18 PM »

ah yeah.  it seems like maybe fractalforums has more people that are more interested in their own projects than participating in other people's projects.  since i started my own programming project, i tend to spend my time working on that than trying to participate in other things.  i havent looked much at mandelbulber2 code yet, but i remember one thought i had about mandelbulber was what the best way of vectorizing some of the code might be.  i seem to recall in mandelbulber1 seeing you wrote your own matrix class, and i thought there are projects like eigen which provide matrix classes, quaternion classes, and such things vectorized for various architectures.  also for writing your own high-level vector code there are C++ libraries like Vc which provides a very nice way to write abstracted, portable vector code.  i use Vc in my program, and i quite like it.
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