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Author Topic: Color sliders on mandelbulb 3d  (Read 4345 times)
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Lalla
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« on: August 02, 2012, 11:29:30 AM »

Is possible add color sliders?
If yes, how?
10 sliders are too few to create good gradients, didn't you?
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DarkBeam
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« Reply #1 on: August 02, 2012, 11:51:07 AM »

In my opinion they are more than enough (and you posted in the wrong place police )
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Lalla
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« Reply #2 on: August 02, 2012, 01:10:56 PM »

In my opinion they are more than enough (and you posted in the wrong place police )

Sorry for wrong place posting... Grin with closed eyes

Then, I think that some new color slider is possible, to give users more making gradient possibilities, not too much, es. 15 or 20...
Maybe only for me (but I don' believe) now is more difficult finding a good gradient with these few colors... Grin with closed eyes

Other people have this same trouble?
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Lalla
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« Reply #3 on: August 02, 2012, 01:14:41 PM »

Another suggestion:

more new formulas and new way to zoom more deep into fractals to play with... Grin with closed eyes
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taurus
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« Reply #4 on: August 02, 2012, 02:36:44 PM »

In my opinion they are more than enough

dito.
mostly i didn't use them all and i had some difficulties to get rid of the remaining ones. when i moved them to the edge, a nasty mini-gradient remained, causing unwanted artefacts in the fractal - so i really mean MORE than enough. but i'm a part-time user only  grin

edit > but i would surely agree to a more flexible solution - means no fixed ammount of nodes
« Last Edit: August 02, 2012, 02:52:00 PM by taurus66 » Logged

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Sockratease
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« Reply #5 on: August 02, 2012, 04:07:33 PM »

I think the best answer would be to somehow implement import of .map files as used in so many fractal generators   afro

This would satisfy everyone as there are many tools for making or editing such files, and they can even be made in a text editor!

I know I asked very early on in M3D development, but forget what the reason was for rejecting the notion   bubble gum
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #6 on: August 03, 2012, 05:46:34 PM »

Another suggestion:

more new formulas and new way to zoom more deep into fractals to play with... Grin with closed eyes

1) more new formulas

Use and know well the existing ones at first grin

2) new way to zoom more deep into fractals

?! More deep? You can already zoom in a lot.

Again IMO, you ask continually without exactly knowing how to use the program actually. It's not a good thing!
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taurus
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« Reply #7 on: August 04, 2012, 07:32:01 AM »


?! More deep? You can already zoom in a lot.


believe me, that's relative. at least with the navigator i can't get even close to the regions, interresting for me. i'm careful here, cause i don't know, if it's a lack of ability, but i 'd claim deeper zooming to be very hard in m3d!
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DarkBeam
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« Reply #8 on: August 04, 2012, 10:58:11 AM »

I use the fixed steps mode to navigate normally, because it's "bug-free", then I zoom in as I want, then adjusting carefully I am always able to go where I want to. Sometimes the fractal is too plenty of "things" to be easily explored. undecided
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Jesse
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« Reply #9 on: August 04, 2012, 11:19:26 AM »

believe me, that's relative. at least with the navigator i can't get even close to the regions, interresting for me. i'm careful here, cause i don't know, if it's a lack of ability, but i 'd claim deeper zooming to be very hard in m3d!

Hmm, the only issues i had with zooming are because of formula combinations that does not work very well.
Then you should use the fixed step mode and get familiar with it.

Another issue when zooming could be vanishing objects because of automatically adjusting the DEstop value.  It again depends on the specific formula if structs are vanishing, that is no real bug or something, some formulas have not a volume at higher iterations.
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taurus
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« Reply #10 on: August 04, 2012, 03:01:39 PM »

ok, first i thought the fixed step option is the solution. it avoids the silly jumparound when getting close to surface. but only a few steps further the bulb decayed like shown in attachment (default bulb in v1.7x). no f-key helped here. maybe tweaking zstart might bring back the missing pieces, but i didn't try, 'cause it wouldn't change my claim, that deep zooming is hard in this program.
don't get me wrong, the main reason for my comment was not to criticize your program, i only wanted to show that no question is silly enough to be that harsh to a newbe. i didn't like the more of this and more of that requests too, but sometimes remaining silent is also a good answer.  wink


* xchange.jpg (159.72 KB, 646x695 - viewed 254 times.)
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Jesse
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« Reply #11 on: August 04, 2012, 05:32:46 PM »

ok, first i thought the fixed step option is the solution. it avoids the silly jumparound when getting close to surface. but only a few steps further the bulb decayed like shown in attachment (default bulb in v1.7x). no f-key helped here.

You must also zoom in by hand to get more tiny steps, the zoom value also influences the size of the starting plane.
In non-fixed mode it is set automatically by the local distance estimate(s, plural because it is made from the median of several estimates).
 
Quote
don't get me wrong, the main reason for my comment was not to criticize your program, i only wanted to show that no question is silly enough to be that harsh to a newbe. i didn't like the more of this and more of that requests too, but sometimes remaining silent is also a good answer.  wink

I don't think that many questions are silly or useless and i also have to learn to ignore the more annoying ones... what only means that they are sometimes annoying only to me because i have answered them already in the readme (even not very noticeable) or here in the forum (also not always noticeable because way back in previous threads) or whatever.  wink
But i guess i learned to shut up more often and other guys can answer as well or better too.
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taurus
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« Reply #12 on: August 04, 2012, 09:01:18 PM »

Again IMO, you ask continually without exactly knowing how to use the program actually. It's not a good thing!
and some harsh reactions in other threads,  where i had no clou about the subject.
Quote
the main reason for my comment was not to criticize your program, i only wanted to show that no question is silly enough to be that harsh to a newbe.

sorry jesse, this was not for you. wink

maybe my comments are also an expression of my frustration about my unability to port the negscale rotboxes of mandelbulber to m3d. first i thought, i am too stupid to make it (and i'm still not sure, wether i am), but i realized that fragmentarium shows them up correctly - in principle at least. the only thing i get from m3d are dense clumps, far away from that, i produce in mandelbulber. but this is a theme for annother thread, to be discussed elewhere. i first have to prepare some significant examples, when i find the time.

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Jesse
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« Reply #13 on: August 04, 2012, 11:03:44 PM »

maybe my comments are also an expression of my frustration about my unability to port the negscale rotboxes of mandelbulber to m3d.

IIRC MBulber is rotating at the boxfold planes, whereas M3d rotations are between the main iteration of Abox.. in front of the boxfold.

Maybe a challenge for Luca to do make a Marczak RotBox formula?  wink

Quote
first i thought, i am too stupid to make it (and i'm still not sure, wether i am), but i realized that fragmentarium shows them up correctly - in principle at least. the only thing i get from m3d are dense clumps, far away from that, i produce in mandelbulber. but this is a theme for annother thread, to be discussed elewhere. i first have to prepare some significant examples, when i find the time.

Yeah, however.  Hope i could save some time...  A Beer Cup
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taurus
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« Reply #14 on: August 05, 2012, 09:10:24 AM »

IIRC MBulber is rotating at the boxfold planes, whereas M3d rotations are between the main iteration of Abox.. in front of the boxfold.


oops, too bad i never asked. i guess i could have tried for years without success   head batting
soooo many formulas and not a single one to reproduce a simple rotbox. thanks for clarification  A Beer Cup
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