Logo by Kaliyuga - Contribute your own Logo!


it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Support us via Flattr FLATTR Link
Welcome, Guest. Please login or register. March 23, 2023, 09:35:13 PM

Login with username, password and session length

The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Mandy DE Heightfield zoomMandyHeightDEMandyHeightIter
Previous Image | Next Image
Description: A Mandy heightfield based on DE rendered using a height distance estimation method.
Max iter 60 bailout 65536
Time 6.4 secs @640*480 on a 3GHz P4HT
Total Favorities: 0 View Who Favorited
Filesize: 64.45kB
Height: 480 Width: 640
Posted by: David Makin November 23, 2009, 09:10:01 PM

Rating: **** by 1 members.

Image Linking Codes
BB Code
Direct Link
Html Link
0 Members and 1 Guest are viewing this picture.

Comments (4) rss
David Makin
Global Moderator
Fractal Senior
Posts: 2286

View Profile WWW
November 30, 2009, 02:23:20 AM
With respect to using meshes rather than full ray-tracing I think an optimum mesh method could be developed by using a multi-resolution mesh rather than a fixed mesh - if the density of the colouring being used for heights in a given mesh square is >threshold then sub-divide the area further (recursively) - a little bit like voxel subdivision.
Forums Newbie
Posts: 5

View Profile
November 27, 2009, 06:47:56 PM
Very nice ! You make great stuff !
Those look a lot better than mine, I'm still using mesh based heightfields ;-)
David Makin
Global Moderator
Fractal Senior
Posts: 2286

View Profile WWW
November 27, 2009, 02:25:09 AM
Yes and no.
It is in the sense that it's using 2D fractal colouring values as the heights but it's not in the way it's rendered.
Normally heightfields are rendered by doing a 2D height mesh and rendering that but this was rendered using pure ray-tracing.
The fact that this one is heights based on 2D DE is irrelevant, the important thing is that the render was ray-traced by distance estimating the maximum allowable step distances i.e. ray vs. height. The method works well for any reasonably smooth 2D colouring as in the previous image using atan(smooth iter) for the heights.
I'm trying to improve it for less well-behaved colourings such as orbit traps (for those it works fine outside but inside is a different matter).
In general heightfield renders of the Mandy using the mesh method have severe problems rendering the spike.
Fractal Senior
Posts: 7044

formerly known as 'Trifox'

View Profile WWW
November 23, 2009, 11:42:23 PM
isnt that the classic heightfield method ?!
nice anyway !

Return to Gallery

Powered by SMF Gallery Pro

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.243 seconds with 32 queries. (Pretty URLs adds 0.004s, 1q)