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Author Topic: Mandelbulber v2 - 2.09  (Read 4099 times)
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Buddhi
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« Reply #15 on: October 13, 2016, 01:24:33 PM »

Mandelbulber 2.09-2 is released
There was fixed following bug:
- Corrected calculation of stereoscopic effect for equirectangular projection. There was wrong perception of depth for farthest objects located on the rear of the camera.

Now there should be possible to render correct 360 degree VR animations
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mclarekin
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« Reply #16 on: October 15, 2016, 03:39:56 AM »

 huh?

* pseudoKleinian.zip (52.05 KB - downloaded 65 times.)
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Buddhi
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« Reply #17 on: October 15, 2016, 08:58:10 AM »

huh?

WOW! This is VERY interesting set if settings files!
You haven't been effusive in your post, but have attached very bit set of shapes  cheesy
What do you think to add them to standard set of examples?
« Last Edit: October 15, 2016, 09:25:11 AM by Buddhi » Logged

mclarekin
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« Reply #18 on: October 15, 2016, 10:25:10 AM »

I had a weird computer problem and could not use the keyboard on the internet, I could only attach the zip and insert an emoticon. smiley

@ buddhi.  Any of my setting files can be added. They probably need some tidying up as the .fract files are a mess of unused parameters?

Here is a dump of my magMbox folder.   These have a standard Mbox placed inside Benesi Mag Forward and Mag Back transforms.

* magMbox.zip (64.45 KB - downloaded 68 times.)
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mclarekin
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« Reply #19 on: October 24, 2016, 05:14:15 AM »

Some Darkbeam's Inv_Cylindrical examples. This transform  is very cool as It can be used with most bulb and box types that I have tested.

* inv Cyl examples.zip (30.08 KB - downloaded 57 times.)
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mclarekin
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« Reply #20 on: October 26, 2016, 01:01:49 AM »

These examples are testing Darkbeams sph_inv.  Hopefully they all still work  smiley

* sphereInv.zip (201.78 KB - downloaded 50 times.)
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #21 on: October 26, 2016, 09:43:04 PM »

Bristorbrot was an early formula. What about Makin stuff? I saw very nice results with those cheesy
Did you miss the post wink
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No sweat, guardian of wisdom!
mclarekin
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« Reply #22 on: October 27, 2016, 05:13:09 AM »

@ The Darkest of Beams

.Mandelbulber has currently  only got one basic Makin formula,( with no tweaks,) and  I have noticed that there are a LOT of Makin stuff to add to the list. I think it is about time I download M3D again and nibble away at the "mass of M3D", but then there is also a a "folder full of .frags"  and I have still have a "bulk of Benesi" to do. Plus the dark science of experimentation.

Cheers, and as always thanks for the help.

The attached is using your spherInv  in making "two fractals for the price of one" which is a cool thing for animation smiley
 


* sphereInv qdn5 9.jpg (82.97 KB, 520x473 - viewed 98 times.)
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joe
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« Reply #23 on: October 28, 2016, 01:12:53 PM »

Thanks Buddhi, congrats on another groundbreaking version! I'm currently rendering my first tests for the HTC Vive VR headset. I think understand how to determine correct distance between eyes for the intended scale to be perceived, but how do I calculate correct "infinite distance correction" for equirectangular images for VR? Also is there a formula for infinite distance correction by screen size and distance to screen? I will be displaying anaglyph art on large projector screens alien

Monte carlo is beautiful, and reflections are now focus correct and much more convincing. So glad for netrender though, and looking forward to the day my hardware supports openCL! I will probably opt for the GTX1070 when possible.

My test image is rendering now and I think I see a bug. I am rendering stereoscopic in top-bottom mode via netrender on a 4-core host and 8-core client. The image from the host is correct, but the image from the client is being stretched. I can see the image on the client screen is flattened to 2:1 aspect, though it should be 1:1. This image data is being cropped to the left side...
Ok that's weird. I stopped the render to see if stereo was enabled on the host, it was, I restarted the render and it's fine now, the host image is in 1:1 aspect.
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Buddhi
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« Reply #24 on: November 04, 2016, 06:51:26 PM »

Mandelbulber 2.09-3 is released
There were following bug-fixes:
- Fixed bug in function which adds missing material no. 1 during loading settings. When material no. 1 was default, this material was not created on parameter list.
- Fixed bug: when output image was bigger than 2GB, then saving of PNG and TIFF images was corrupted

As always, new version can be downloaded from here: https://sourceforge.net/projects/mandelbulber/files/Mandelbulber%20v2/
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Buddhi
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« Reply #25 on: November 05, 2016, 09:00:21 AM »

Thanks Buddhi, congrats on another groundbreaking version! I'm currently rendering my first tests for the HTC Vive VR headset. I think understand how to determine correct distance between eyes for the intended scale to be perceived, but how do I calculate correct "infinite distance correction" for equirectangular images for VR? Also is there a formula for infinite distance correction by screen size and distance to screen? I will be displaying anaglyph art on large projector screens alien

Monte carlo is beautiful, and reflections are now focus correct and much more convincing. So glad for netrender though, and looking forward to the day my hardware supports openCL! I will probably opt for the GTX1070 when possible.

My test image is rendering now and I think I see a bug. I am rendering stereoscopic in top-bottom mode via netrender on a 4-core host and 8-core client. The image from the host is correct, but the image from the client is being stretched. I can see the image on the client screen is flattened to 2:1 aspect, though it should be 1:1. This image data is being cropped to the left side...
Ok that's weird. I stopped the render to see if stereo was enabled on the host, it was, I restarted the render and it's fine now, the host image is in 1:1 aspect.

Thank you for the feedback.
About "infinite distance correction" it's actually a little difficult for me to create strict definition of value. This parameter creates offset between two images which doesn't depend on distance. This offset is needed to "move" background far away in 3D appearance. In perfect situation this offset should equal to real distance between eyes (it's about 60mm) on a given screen size. In that situation a viewer will see background in infinite distance (with 3D glasses). The problem is that you never know the size of the display which will be used by a viewer. You can create image which will look perfect on your 24 inch display, but a viewer will use 50 inch display and for him this offset would be too bit (his eyes will need to do reversed squint which is not possible). That's why I decided to make it just a some number between 0 and 1. Value 1 could be a optimal offset for 24 inch display. But recommended value has to be lower because somebody can have bigger display. That's why in the tooltip there is written that there should be used value 0.4 (which I have found by experiments using different displays). But if you want to use projector with extremely big screen (e.g. 10 meters wide), then this value should be close to zero, because the screen is already closer to infinite distance (from optical point of view). The rule which you can use is folowing: If get good result on your computer display (you know size of your display) and you know size od destination display (you mentioned large projector screens), then you can divide "infinite distance correction" by a ratio between destination screen and size of your display.

I'm glad you like monte carlo DOF, even if it's extremely slow smiley .

About GPU hardware, the actual version of Mandelbulber v2 still cannot utilize GPU. OpenCL is still not implemented. You you want to play with GPU support you have to use old Mandelbulber v1.21

About NetRender problem with stereo top-bottom, thank you for pointing this problem. I will check what is wrong and create fix for that. I'm creating issue for it on our GitHub page (https://github.com/buddhi1980/mandelbulber2/issues)
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Starmute
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« Reply #26 on: November 18, 2016, 02:39:33 AM »

It seems that 2.09 crashes whenever a mandelbox-mandelbox hybrid is used with preferred DE function.
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mclarekin
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« Reply #27 on: November 18, 2016, 04:15:50 AM »

@starmute. Thanks.

 Could you send an  example settings file, for checking reproducing the problem.  And remind us again what OS you are using.

I has a quick test on dev V2.10 in Ubuntu, mixing mandelbox with mandlebox-Menger  and had no problems


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taurus
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« Reply #28 on: November 21, 2016, 03:24:46 PM »


I'm glad you like monte carlo DOF, even if it's extremely slow smiley .


Do you use random numbers for that? I remember the dicussion while setting up the mc renderer in m3d and Jesse finally decided to use pseudo random with low discrepancy - halton sequences to be precise.
http://www.fractalforums.com/releases/mandelbuld-3d-v1-8-6-beta-test/msg58283/#msg58283
https://en.wikipedia.org/wiki/Halton_sequence
This should lead to faster usable results (faster does not mean fast). When I look at my favorite commercial 3d programm - Cinema 4d. It comes along with a "Quasi Monte Carlo" render mode for GI situations. This suggests, that they also use some sort of low dicrepancy pseudo random, to get results faster, than with real randomness. (Afaik generated random numbers are pseudo random as well, but with more realistic properties of actual randomness).
Maybe you want to consider changeing the way of generating random numbers for future versions.
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when life offers you a lemon, get yourself some salt and tequila!
visual.bermarte
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« Reply #29 on: November 22, 2016, 06:07:08 PM »

It seems that 2.09 crashes whenever a mandelbox-mandelbox hybrid is used with preferred DE function.
This executable should fix the problem > http://bit.ly/2gcPrGy
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