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3dickulus
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« Reply #45 on: November 01, 2015, 11:47:28 AM » |
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I have implemented #ifdef #ifndef #else #endif only for DEPTH_TO_ALPHA and AUTO_FOCUS #defines but this is the tedious way to do it, just getting a feel for the logic by trying a couple, requires testing for #define and parsing between #ifdef and #endif, deciding what to keep, I am looking at it and hopefully I can come up with a smooth way to deal with all cases instead of only specific ones, will have to track the #defines while parsing. The GPU compiler handles it for fragment code so my parser code should only deal with uniforms/sliders and the associated code.
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Patryk Kizny
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« Reply #46 on: November 01, 2015, 01:23:53 PM » |
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Gotcha.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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M Benesi
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« Reply #47 on: November 01, 2015, 06:15:16 PM » |
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See this topic to see what DE-kn2 can do  http://www.fractalforums.com/fragmentarium/updating-of-de-raytracer/ Ahh, yeah. DE-Kn2 is pretty... need to wait to borrow some comp time on another computer to really give it a go...
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M Benesi
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« Reply #48 on: November 01, 2015, 10:08:52 PM » |
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Update math on Shmenger sphere conversion thing to eliminate trig functions... a smidge faster.
Another update posted below. The one here has less options.. the one below lets you play around a bit more....
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« Last Edit: November 02, 2015, 07:50:16 AM by M Benesi »
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M Benesi
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« Reply #49 on: November 02, 2015, 07:10:57 AM » |
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Meh.. well, I added a bunch of transforms to the Luca's Shmenger.  I made a sphere to cube transform to invert the cube to sphere transform I threw in earlier... and then I set it up so you could do specific sections of the Menger in sphere mode and then transform back to cube mode, or do the same sections in "unsphere" mode, and then go back to cube mode. This is similar to doing a rotation to the magic angle "axis", doing some stuff, and rotating back. As a matter of fact, I bet you can't guess whether I will do this with the other formulas, and add them to this as well..... :p Anyway... I suppose I should have done some renders... but I ended up playing with it for hours instead of doing a decent render. UPDATE BELOW...
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« Last Edit: November 03, 2015, 10:04:11 PM by M Benesi »
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Crist-JRoger
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« Reply #50 on: November 02, 2015, 07:17:13 AM » |
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Update math on Shmenger sphere conversion thing to eliminate trig functions... a smidge faster. vec3 convert3 (vec3 z) { // changes cubes centered at origin // with faces centered at x, y, and // z axes into spheres // 1/cos(atan(x)) = sqrt(x^2+1) 1/sin(atan(x))= sqrt(x^2+1)/x float rCyz= (z.y*z.y)/(z.z*z.z); float rCxyz= (z.y*z.y+z.z*z.z)/(z.x*z.x); if (rCyz<1.) {rCyz=sqrt(rCyz+1.);} else {rCyz=sqrt(1./rCyz+1.);} if (rCxyz<1.) {rCxyz=sqrt(rCxyz+1.);} else {rCxyz=sqrt(1./rCxyz+1.);}
z.yz*=rCyz; z*=rCxyz;
return z; }
it is strange but DE-ratracer do not accumulate subframes on your fractal.
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M Benesi
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« Reply #51 on: November 02, 2015, 07:48:38 AM » |
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it is strange but DE-ratracer do not accumulate subframes on your fractal.
I set it to one subframe because I use the Fast-raytracer.frag because I have an 8 year old mobile GPU. However.. 3dickulus ran into that problem whenever Aperture was set to 0 (but found a fix): @M Benesi very strange  your frag doesn't accumulate frames in progressive mode unless Aperture has a non-zero value Had other things set to zero (probably because I used Fast-Raytracer which doesn't use these values): just tested my v1.0.13 and it is the same, no accumulation  edit: aha! GaussianWeight and AntiAliasScale were at 0.0 So just make sure these things are non-zero. @3dickulus- I still haven't done the build...but .13 is awesome. I had to figure out how to do a reverse spherical transform.. and then I messed around with it for hours. 
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M Benesi
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« Reply #52 on: November 02, 2015, 08:51:09 AM » |
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hmm from the Pine Tree thread.. but so 3dickulus and everyone doesn't miss it. because it's funny... It's the "sphereiteration" option in the frag. If you reverse the code so the spheric comes first, it's different.. of course. Anyway... cubes and spheres. Cool... Pine tree frag with lolsquares.  Will add more lolsquares functionality to it later.  
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« Last Edit: November 02, 2015, 09:12:32 AM by M Benesi »
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M Benesi
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« Reply #53 on: November 03, 2015, 10:03:26 PM » |
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Menger with holesphere checkbox, Menger with holesphere+unsphere checked. "Good light" preset. Click to enbiggen.  ehhh.. .UPDATED version. sorry. Put in Transform 2, and cleaned it up a bit. Left the other one... anyway. Get the "for web" one. Sort of neat to have Transform 2 to play with...
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« Last Edit: November 03, 2015, 11:42:14 PM by M Benesi »
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Crist-JRoger
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« Reply #55 on: November 04, 2015, 08:59:04 AM » |
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BenesiPineFoldDE Nice render man!  How you did these light effects like glare from the sun on the camera? 
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3dickulus
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« Reply #56 on: November 04, 2015, 03:24:40 PM » |
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in group Height_Fog... HF_Fallof = 0.25 HF_Const = 0.001 HF_Intensity = 0.01 HF_Dir = 1,0,0 HF_Offset = 10 HF_Color = 1,1,1,0 HF_Scatter = 10 HF_Anisotropy = 0.6862745,0.4784314,0.1137255 HF_FogIter = 16 HF_CastShadow = true in group Post... GaussianWeight = 6 AntiAliasScale = 2 Bloom = true BloomIntensity = 0.16 BloomPow = 1.173913 BloomTaps = 2 the crazy lens flare was unexpected, but nice, ...your mileage may vary 
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Crist-JRoger
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« Reply #57 on: November 04, 2015, 05:21:16 PM » |
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You're not kidding? Can you show the entire file, as this excerpt is not enough... I`m very interested in glare/lens effects 
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M Benesi
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« Reply #58 on: November 04, 2015, 06:26:23 PM » |
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I'd make a preset at the bottom of the .frag with those that you can copy to various frags. I'm thinking Kn2?? Which now takes about 27 seconds to compile the script I'm using... 3.7 seconds with fast. And moving around in it... I probably need a GPU that is less than 8 years old to do this... 
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« Last Edit: November 04, 2015, 06:32:29 PM by M Benesi »
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Crist-JRoger
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« Reply #59 on: November 04, 2015, 08:59:23 PM » |
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MengerSmoothforWeb.frag Thank you, M Benesi! 
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