This is something I have problems with since I started with fragmentarium and puzzles me since. It doesn't matter which version of Fragmentarium I use, it was like this on my old computer with a very bad AMD onboard gpu, and it is the same with my new computer with nvidia 980Ti... I really wonder if it could be the driver, as I have and had win7 64-bits, home on the olde pc, pro on the new one?
This is what it looks like (on the right print-screen)
It's a test with In the blue by
timemit, but used different raytracer as I do not have the one Tim used himself. As far as I have tested, it does not so much matter which raytracer I use, dark areas often are rendered in really trippy colours :}
Any ideas what is happening and how I can remedy this behaviour?
#info Amazing Surface by Kali - Based on Tglad's Amazing Box
#define providesInit
#include "DE-Kn2cr11.frag"
#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define USE_IQ_CLOUDS
#include "MathUtils.frag"
#define USE_INF_NORM
#group AmazingSurface
uniform int Iterations; slider[0,17,300]
uniform int ColorIterations; slider[0,3,300]
uniform float MinRad2; slider[0.00001,0.25,2.0]
uniform float Scale; slider[-3,1.5,3.0]
uniform int FoldType; slider[1,1,3]
uniform vec3 PreTranslation; slider[(-5,-5,-5),(0,0,0),(5,5,5)]
uniform vec2 FoldValues; slider[(0,0),(1,1),(5,5)]
uniform bool Julia; checkbox[false]
uniform vec3 JuliaValues; slider[(-5,-5,-5),(-1,-1,-1),(5,5,5)]
uniform vec3 RotVector; slider[(-1,-1,-1),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[-180,0,180]
mat3 rot;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
vec4 scale = vec4(Scale, Scale, Scale, abs(Scale))/MinRad2;
float absScalem1 = abs(1-Scale);
float AbsScaleRaisedTo1mIters = pow(abs(Scale), float(1-Iterations));
float DE(vec3 pos) {
vec4 p = vec4(pos,1);
vec3 c = Julia?JuliaValues:p.xyz;
for (int i=0; i<Iterations; i++) {
if (FoldType==1) p.xy=abs(p.xy+FoldValues)-abs(p.xy-FoldValues)-p.xy;
if (FoldType==2) p.xy=FoldValues-abs(abs(p.xy)-FoldValues);
if (FoldType==3) p.xy=abs(p.xy+FoldValues);
p.xyz+=PreTranslation;
float r2 = dot(p.xyz, p.xyz);
if (i<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(p.xyz,r2)));
p *= clamp(max(MinRad2/r2, MinRad2), 0, 1.0);
p = p*scale;
p.xyz+=c;
p.xyz*=rot;
}
return ((length(p.xyz) - absScalem1) / p.w - AbsScaleRaisedTo1mIters);
}
#preset test
FOV = 0.2083333
Eye = 7.821229,2.653631,-0.9776536
Target = 4.958281,2.340883,4.160129
Up = 0.8197835,0.156158,0.4663171
Gamma = 1
ToneMapping = 4
Exposure = 1.216961
Brightness = 1.503546
Contrast = 3.882229
Saturation = 1.173759
GaussianWeight = 0.7988381
AntiAliasScale = 0.2
Detail = -4.25089
FudgeFactor = 0.97303
Dither = 0.35454
NormalBackStep = 1.8333
CamLight = 0.7568627,0.9372549,0.9372549,0.166185
BaseColor = 0.4980392,0.4980392,0.4980392
OrbitStrength = 0.115495
X = 0.105882,0.129412,0.129412,0.69104
Y = 0.45098,0.364706,0.219608,0.66982
Z = 0.827451,0.764706,0.772549,0.67334
R = 0.87451,0.772549,0.364706,-0.11566
BackgroundColor = 0.6862745,0.8470588,0.9215686
GradientBackground = 1.775495
CycleColors = true
Cycles = 2.6145
EnableFloor = false
FloorNormal = 0,0,1
FloorHeight = 0.5053
FloorColor = 1,1,1
UpLock = false
FocalPlane = 2.89792
Aperture = 0.00296
InFocusAWidth = 0.97354
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 186.707
ApStarShaped = false
Bloom = false
BloomIntensity = 0.3455724
BloomPow = 3.854908
BloomTaps = 12
BloomStrong = 1
RefineSteps = 4
MaxRaySteps = 526
MaxDistance = 20
DetailAO = -1.97043
coneApertureAO = 0.5
maxIterAO = 20
FudgeAO = 1
AO_ambient = 0.7
AO_camlight = 0
AO_pointlight = 0
AoCorrect = 0.61263
Specular = 0.3340381
SpecularExp = 29.835
AmbiantLight = 1,1,1,1
Reflection = 0.207843,0.184314,0.2
ReflectionsNumber = 3
SpotGlow = true
SpotLight = 0.823529,1,1,5.5323
LightPos = 5.6782,-3.67,4.081
LightSize = 0.19345
LightFallOff = 0.77222
LightGlowRad = 1.38035
LightGlowExp = 0.9769
HardShadow = 0.7766
ShadowSoft = 18.3484
ShadowBlur = 0
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
HF_Fallof = 0.0005
HF_Const = 0
HF_Intensity = 0
HF_Dir = 0.58648,-0.3011,-0.39662
HF_Offset = -10
HF_Color = 0.8352941,0.9568627,0.9843137,0
HF_Scatter = 4.6239
HF_Anisotropy = 0,0,0
HF_FogIter = 5
HF_CastShadow = true
EnCloudsDir = false
Clouds_Dir = 0,0,1
CloudScale = 0.24602
CloudFlatness = 0.08167
CloudTops = -10
CloudBase = -10
CloudDensity = 0.13491
CloudRoughness = 1.56126
CloudContrast = 5.9297
CloudColor = 0.905882,0.886275,0.588235
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.698039,0.203922,0.105882
Cloudvar1 = 0.99
Cloudvar2 = 1
CloudIter = 5
CloudBgMix = 1
Iterations = 99
ColorIterations = 6
MinRad2 = 0.9640644
Scale = -1.285115
FoldType = 3
PreTranslation = -3.204759,-0.988,-1.3784
FoldValues = 3.60615,1.6459
Julia = true
JuliaValues = -0.907781,0.9654179,-1.548991
RotVector = 0.4008621,0.2945402,0.5402299
RotAngle = -25.75145
#endpreset