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Author Topic: Another feature request...  (Read 1662 times)
Description: recovery of the paramiters for the last rendered frame of an animation...
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TsarveK
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« on: February 26, 2012, 07:30:01 AM »

 evil

Have just discovered your wonderful program, am very pleased and intrigued.

Hi,  Am just finishing my first animation with M3D. While working on it, I had to adjust the flight path several times to avoid "cutting" into the bulb.  It would have been easier if I could have extracted the true parameters for the frames just before the adjustment point.

I could have just changed the fractal at those points, and inserted them between existing Key frames, and re rendered.

The request,  to be able to extract the parameters of the frame being rendered in the main view window when making an animation .

One More Thing....
 
is there a density estimation blur capability like in the Flame3  fractal flame Program?
I remember that this was an effect that was applied after the fractal was rendered and helped to smooth out the pixelated edges of the flames. 

 evil  T'sarveK
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DarkBeam
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« Reply #1 on: February 26, 2012, 10:08:11 AM »

is there a density estimation blur capability like in the Flame3  fractal flame Program?
I remember that this was an effect that was applied after the fractal was rendered and helped to smooth out the pixelated edges of the flames. 

MB3D algorithm has nothing to do with "Flames". They are rendered with a random dispersion of points when MB uses a "deterministic" method.  crazy eyes
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David Makin
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« Reply #2 on: February 26, 2012, 12:40:46 PM »

I suspect the algorithm referred to may be a post-process similar to Xenodream's option of "filling holes" though I could be wrong, but in any case that would probably accomplish similar results.
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TsarveK
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« Reply #3 on: February 26, 2012, 08:05:04 PM »

 evil
That was exactly what I meant, thank you for clarifying.

T' evil
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Jesse
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« Reply #4 on: February 26, 2012, 11:53:43 PM »

Darkbeam is right, there is no density or raycount you could rely on to determine a weight for blurring, for monte-carlo there might be such options like here:
http://www.uni-ulm.de/in/mi/graphics/atrous-filter.html

In m3d you could make a smart anti-aliasing by a function of change in Z, normals, color or whatever in the neighbouring pixels and rendering pixels inbetween and stacking them for an average pixel color.
It is just not that easy to implement, many processing functions has to made local instead of global "manythreads" global functions.

I had it on the list already for animation purpose anti-aiasing, but there must be to much other things that held me up from doing.
To much for a single person i fear.
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