M Benesi
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« Reply #15 on: December 01, 2015, 07:43:06 PM » |
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Might be a bit more efficient to rotate colors that way, ehh?
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Crist-JRoger
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« Reply #16 on: December 01, 2015, 07:48:33 PM » |
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Maybe ) strange that it even worked
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M Benesi
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« Reply #17 on: December 02, 2015, 05:33:22 AM » |
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That's the one I found before- I don't think I used it. Anyway, I sort of.. am attached to using images for their coloring.. because it allows rapid palette changes if you pick out a decent color swatch: Ok. On further consideration, this is awesome. Use the rainbow wood color swatch from: https://www.google.com/search?q=color+swatch&source=lnms&tbm=isch&sa=X&ved=0ahUKEwilgbfg3rnJAhUMl4gKHeCHD-gQ_AUIBygB&biw=1195&bih=623#tbm=isch&q=texture+colors&imgrc=c8Kw6vlS_SzGVM%3A I set it up so you could apply orbitTrap to selecting the x part of the texture (orbitTexX), and the y part(orbitTexY). Check out the way the texture looks, and you'll be able to figure out how to do things with it. Wow... so much quicker than trying to design/ pick out palettes, but it's also good to have that option! You can also change the offsets that are added to the orbits. It is so awesome to be able to switch around colors like this in Fragmentarium. Actually... I never think color switching was so cool and easy- I always tinkered with palettes... and wasn't that good at it. Anyway... have fun. Well.. ok. Got it quick enough I think. There was a bug (keyboard actuator failure) that made the texture offset work incorrectly... fixed.
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« Last Edit: December 02, 2015, 07:47:17 AM by M Benesi »
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3dickulus
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« Reply #19 on: December 02, 2015, 07:11:19 AM » |
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M Benesi
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« Reply #20 on: December 02, 2015, 08:02:24 AM » |
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Yeah. Why didn't anyone implement it yet? It is so much more awesome! I grabbed 6 textures, and all of them are.. just awesome compared to designing color schemes from scratch. of course this is with 2D mandelbrot but I think the principal is the same, using an image scanline as a palette = color cycling in different directions, rates and areas at the same time Yeah. Pick an offset in the image, then let orbits control where you go (x and y each get to select their own orbit, offset, etc.). I didn't do the 2 palette thing you did, but... I have other ideas along those lines: want to be able to put flashing banners on the stalactite cities above the water? Maybe a reflected sign in the water? So, next is to set it up so we can put banners (images) on relatively flat parts of the fractals... and still have our regular coloring scheme where the banners aren't. And still other projects to work on!
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3dickulus
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« Reply #21 on: December 03, 2015, 07:59:34 AM » |
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hmm yes, some issues with textures, when switching textures or fullscreen I note that in Fragmentarium-master (legacy version) hdr format textures are persistent but jpg, png etc. are only available once and not after switching back to one from another, can you test with Fragmentarium-master?
I ask this just to try and determine/confirm if it's an issue that has been there from the start or caused by something I have changed. I also note that when using HDR/EXR format textures I can render hires files using your frag with the right colors.
the color mapping looks reeeeaaaally nice!
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M Benesi
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« Reply #22 on: December 03, 2015, 08:46:48 AM » |
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Mehh... the master doesn't even let me use the textures again after a rebuild. It looked like it was going to, then I suppose the buffers switched and it dropped it.
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M Benesi
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« Reply #23 on: December 03, 2015, 09:56:49 PM » |
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lol.. this is the first time I've had better coloring options for Fragmentarium than I have for M3D. We'll have to see if Andreas changed the texture sampling in the new one, and allows selecting from multiple parts of the orbit trap at once (for each scale of the texture). Currently in M3D, you can rotate the texture, scale it, and select texture offset, but you don't get to play with individual parts of the orbit trap for the x and y coordinates of the texture like you do in Fragmentarium.... All right... so we should be able to do some pretty awesome animations using this coloring sceme, combined with good textures, if it doesn't drop the texture and require a rebuild every time you render an image.
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« Last Edit: December 03, 2015, 10:58:42 PM by M Benesi »
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3dickulus
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« Reply #24 on: December 04, 2015, 04:12:31 AM » |
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Mehh... the master doesn't even let me use the textures again after a rebuild. thanks, that is what I found too, this narrows it down quite a bit for where to start looking, the HDR and EXR format for textures seems to persist so the difference between these "non-Qt-standard" formats and the standard, jpg, png etc when used as textures is where I will start looking. I will have time over the weekend, hopefully, to fix it edit: and YES!!! these coloring options are fantastic!
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M Benesi
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« Reply #25 on: December 04, 2015, 06:50:30 AM » |
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I tried an HDR file too, and it didn't work on the old version after I tried to go full screen (I forgot to mention that).
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3dickulus
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« Reply #26 on: December 04, 2015, 07:23:27 AM » |
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HDR/EXR textures are ok in v1.0.16?
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M Benesi
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« Reply #27 on: December 04, 2015, 08:05:20 AM » |
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I'm bad... just checked- still using .14. Forgot to upgrade.
Was it fixed and I missed it? eeekk...
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M Benesi
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« Reply #28 on: December 11, 2015, 08:02:19 AM » |
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Messing around with trying to sample the surrounding fractal (for texture or palette based coloring) to add to the color of a hit pixel. Slow... very slow. Need to rewrite the code a bit. Before I got a BSOD and altered the code... it was becoming interesting. Added quite a bit of character to the fractal. Made it look grimy, slimy, like an old relic. But I broke it, so have to rewrite it tomorrow. Syntopia's IBL raytracer might have what I want...
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« Last Edit: December 11, 2015, 08:29:40 AM by M Benesi »
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knighty
Fractal Iambus
Posts: 819
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« Reply #29 on: December 11, 2015, 05:34:06 PM » |
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That rounded mangerbox looks so cool!
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