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Author Topic: Mandelbulb ray tracing plugin for Photoshop, AfterEffects and QuartzComposer  (Read 18094 times)
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KRAFTWERK
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« Reply #15 on: December 16, 2009, 12:52:25 PM »

This is so incredible, I have to disturb this thread again!
I am totally new to this but this filter made me learn to render mandelbulbs in five minutes, you should all try it!
One more image, just to show what you who are no experts could do after 24 hours with subblues pixbenderscript:
(on an rather old laptop with ATI Radeon X1600)



Thanks again for the script!

MANDELBULBS TO THE PEOPLE!!! ;-)

trifox and subblue, nice images, give me another 24 hours...  :smiley
« Last Edit: December 16, 2009, 01:00:58 PM by KRAFTWERK » Logged

cbuchner1
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« Reply #16 on: December 16, 2009, 11:57:20 PM »


Currently it is possible to switch between "Juliabulb" and "Mandelbulb" with a checkbox. Here is an idea:

How about allowing the user to freely "morph" between a Juliabulb and a Mandelbrot by linearly interpolating between the "C" value of the mandelbrot (which is the original Z coordinate) and the fixed constant of the Juliabulb. So one could introduce a slider value range 0 to 1. I do not know if this morph would look any good at all, but it's worth an attempt IMHO wink


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subblue
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« Reply #17 on: December 17, 2009, 12:11:35 AM »

It's simple enough to do-

Add a new parameter:
Code:
parameter float morph
<
minValue: 0.0;
maxValue: 1.0;
defaultValue: 0.0;
>;

and then in the DE method change the line:
Code:
float3 c = julia ? julia_c : z0;
to
Code:
float3 c = mix(z0, julia_c, morph);

Some interesting animations could be created using this technique. For instance, setting the Julia_c parameters to 0, 0, 0 then morphing creates the Mandelbulb out of a perfect sphere.

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cbuchner1
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« Reply #18 on: December 17, 2009, 01:39:02 AM »

Kind of wondering what such a Morph parameter would do to a 2D mandelbrot set. hmm..

Also I am not having another (stupid?) idea. Increasing the max iteration count is only possible in integer steps... Or not? But I would like to make pefectly smooth animations from 0 iterations to infinity.

Assume you want to render 2.5 iterations on a power 8 bulb. So what I suggest is:

First iteration: Z^8+C, Second iteration: Z^8+C, Third iteration: Z^4+C.
Rendering 2.25 iterations would make the third iteration Z^2+C
We simply scale the last iteration's exponent by the fraction of the iteration we need to perform last. So you get a float slider also for iteration count. Heheh. Genius.

Okay there is an issue. Suppose you want to render 2.0 iterations. That would make the (hypothetical) third iteration Z = Z^0+C = Z/|Z|+C.   Somehow though we need this to become Z = Z.

And as a final point for today I would like to raise the question why the power 2 Mandelbulb rendered with the Pixelbender does not look similar to any of Bugman's renders as shown in the "Summary of 3D Mandelbrot Set Formulas" thread in the Theory forum. I am undecided whether this is an implementation bug or some other parameter that I have overlooked.
« Last Edit: December 17, 2009, 02:42:30 AM by cbuchner1 » Logged
cKleinhuis
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« Reply #19 on: December 17, 2009, 03:42:12 AM »

the parameter makes clearly sense,
i have written a ultrafractal formula, which simply blends between the z values of two independent formuals, works like a charme, and
the best is, you have smooth iteration between so to say, any desired other fractal ( some glitches by sign changes can happen though )

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David Makin
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« Reply #20 on: December 17, 2009, 03:53:50 AM »

Also I am not having another (stupid?) idea. Increasing the max iteration count is only possible in integer steps... Or not? But I would like to make pefectly smooth animations from 0 iterations to infinity.

That can be done, though it's easier just to use solid at given DE threshold and gradually change the value, to do it for smooth iteration then I would use a DE threshold of zero but for each step on a ray calculate the smooth iteration value and use that as the "solid" condition - obviously gradually increasing the smooth iteration threshold to approach the Set.
Note that for lower iteration counts and/or higher DE thresholds then a binary search to find the exact boundary when solid is hit would be required for results without "stepping".
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KRAFTWERK
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« Reply #21 on: December 17, 2009, 10:21:48 AM »

...

And as a final point for today I would like to raise the question why the power 2 Mandelbulb rendered with the Pixelbender does not look similar to any of Bugman's renders as shown in the "Summary of 3D Mandelbrot Set Formulas" thread in the Theory forum. I am undecided whether this is an implementation bug or some other parameter that I have overlooked.


Hmmm, I also find it odd that the 8-degree looks different from the one on Daniel Whites site:



Here is a detail of one i did with this script:



The "mini-bulbs" are more "hollow"?

Different formulas? Or is it just more detail in Daniels version?

J
« Last Edit: December 17, 2009, 10:23:41 AM by KRAFTWERK » Logged

bib
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« Reply #22 on: December 17, 2009, 10:38:05 AM »

The "mini-bulbs" are more "hollow"?

Different formulas? Or is it just more detail in Daniels version?

J

I think your version is more detailed. the more you increase iteration count, the more the mini-bulbs become hollow and dusty.
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KRAFTWERK
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« Reply #23 on: December 17, 2009, 11:20:14 AM »



I think your version is more detailed. the more you increase iteration count, the more the mini-bulbs become hollow and dusty.
[/quote]

OK, cool... How many iterations has somebody done on this thing, I did 20, just curious what it looks like when iterations gets close to infinity (or very high at least ;-)

J
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bib
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« Reply #24 on: December 17, 2009, 11:24:05 AM »



I think your version is more detailed. the more you increase iteration count, the more the mini-bulbs become hollow and dusty.



OK, cool... How many iterations has somebody done on this thing, I did 20, just curious what it looks like when iterations gets close to infinity (or very high at least ;-)

J
[/quote]
The more you zoom the more you'll need high iteration count. Unlike in the 2D M-set, it is better not to too increase iteration count too much otherwise the picture looks like dust.
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David Makin
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« Reply #25 on: December 17, 2009, 01:07:29 PM »

OK, cool... How many iterations has somebody done on this thing, I did 20, just curious what it looks like when iterations gets close to infinity (or very high at least ;-)

My formula renders solid based on distance estimate rather than based on iteration value and I normally render with maxiter set to 400 and "solid" being decided only by the distance estimate threshold.
So far I only really checked what iteration count were being reached once on a deeper zoom and on that the 400 limit was exceeded on a few pixels, though that could just have been due to slight over-stepping. I think that particular render the actual iteration counts for most of the solid pixels did exceed 100.
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KRAFTWERK
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« Reply #26 on: December 17, 2009, 01:16:41 PM »

My formula renders solid based on distance estimate rather than based on iteration value and I normally render with maxiter set to 400 and "solid" being decided only by the distance estimate threshold.
So far I only really checked what iteration count were being reached once on a deeper zoom and on that the 400 limit was exceeded on a few pixels, though that could just have been due to slight over-stepping. I think that particular render the actual iteration counts for most of the solid pixels did exceed 100.

OK, I´m not so well updated on rendering techniques, Studio Strata, a hundred years ago... but I get some of it David :smiley
How did the minibulbs look in that 100/400 iteration image? Solid or hollow?
(Getting a bit OT here I fear... reckon this has been discussed before, will try to find a thread...)
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David Makin
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« Reply #27 on: December 17, 2009, 01:27:08 PM »

My formula renders solid based on distance estimate rather than based on iteration value and I normally render with maxiter set to 400 and "solid" being decided only by the distance estimate threshold.
So far I only really checked what iteration count were being reached once on a deeper zoom and on that the 400 limit was exceeded on a few pixels, though that could just have been due to slight over-stepping. I think that particular render the actual iteration counts for most of the solid pixels did exceed 100.

OK, I┤m not so well updated on rendering techniques, Studio Strata, a hundred years ago... but I get some of it David :smiley
How did the minibulbs look in that 100/400 iteration image? Solid or hollow?
(Getting a bit OT here I fear... reckon this has been discussed before, will try to find a thread...)

I guess they look exactly how you'd expect them to look - the bulbs have bulbs have bulbs have bulbs......
Here's a deep zoom:

http://www.fractalforums.com/gallery/?sa=view;id=1043

Note that rendering using small DE threshold is much better than using render based on high iteration value because you don't get the problem of no detail in some areas with too much detail in others that you get using solid based on iteration.
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« Reply #28 on: December 17, 2009, 01:49:52 PM »

And as a final point for today I would like to raise the question why the power 2 Mandelbulb rendered with the Pixelbender does not look similar to any of Bugman's renders as shown in the "Summary of 3D Mandelbrot Set Formulas" thread in the Theory forum. I am undecided whether this is an implementation bug or some other parameter that I have overlooked.

The 'quick' .pbk version renders Mandelbulbs that are symmetrical top and bottom, whereas the other version renders bulbs that are asymmetric and closer to Bugman's versions.
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bib
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« Reply #29 on: December 17, 2009, 01:55:55 PM »

@David, I don't know why you stick with the value of 400 iterations. In most of my videos, including the tower zoom, I never had to set more than 20 iterations. I rather play with solid threshold.
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