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Author Topic: Update to the mmf wip formula for Ultra Fractal  (Read 42042 times)
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cortexman
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« Reply #15 on: January 18, 2010, 11:14:39 PM »

Hello, I was able to install and run Ultra Fractal 5 on OSX by using WineBottler. I loaded up your formula but it doesn't look right. At this time I am unable to determine whether I need to properly tune the formula or there is a bug in wine. I expect there is a bug, as it seems unlikely that the default rendering for the formula would like like this:



Not a big deal as yesterday I had great success in using the Adobe Pixel Bender Toolkit to render the Mandelbulb. I discovered the workstations at my university already have Pixel Bender installed and it recognizes their GPUs. I am also able to use Pixel Bender on this slower computer but it doesn't recognize the video card.
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« Reply #16 on: January 18, 2010, 11:17:05 PM »

it's not a bug, its' bad coloring.

Try copy/paste Dave's example wink
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cortexman
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« Reply #17 on: January 18, 2010, 11:26:08 PM »

I assume you mean this post. What exactly do I do what that encoded blob? Dave calls it a parameter file but I don't see any references to parameter files in the interface. Where would I paste it into?
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cKleinhuis
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« Reply #18 on: January 18, 2010, 11:30:10 PM »

lol, thanks a lot people, i am just rendering my first bulb animation ( since pixelbender and trial version of aftereffects didnt want to work )
damn is it slow at lower positions, and it is slow with a far away background, but, excellent images, thanks for the formula dave!!!!!!!!!!!
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bib
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« Reply #19 on: January 18, 2010, 11:33:01 PM »

I assume you mean this post. What exactly do I do what that encoded blob? Dave calls it a parameter file but I don't see any references to parameter files in the interface. Where would I paste it into?

Just copy the code, and in your fractal window, right click/paste
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David Makin
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« Reply #20 on: January 18, 2010, 11:37:27 PM »

I assume you mean this post. What exactly do I do what that encoded blob? Dave calls it a parameter file but I don't see any references to parameter files in the interface. Where would I paste it into?

Copy the entire text from the "code" section of my post, then open UF and simply select "paste" from the Edit menu (assuming the fractal render window is selected).

The default render does just produce the solid blue Mandelbulb, you get solid blue objects like that in UF as the default because the default colouring settings assume that you use "None" with transfer "none" as the inside colouring and "None" with linear transfer as the outside colouring - in actual fact the 3D wip formula (5) requires mmf4.ucl:3D colouring direct as the outside colouring (that was updated in the UF formula database early this morning so you'll need to update if you haven't done so already).
« Last Edit: January 18, 2010, 11:39:35 PM by David Makin » Logged

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« Reply #21 on: January 18, 2010, 11:42:25 PM »

@dave what coloring method is used to color the SURFACE of the bulb ?

and what is the best approach to test some alternative coloring methods ?
i thing that some inside distance estimators would make good textures .... assuming that they have nice pattern in the inside section ....
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« Reply #22 on: January 18, 2010, 11:44:59 PM »

how to rotate the bulb ?!!?
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« Reply #23 on: January 18, 2010, 11:56:48 PM »

so, what do i have to do to get more detail on this ?


Aha - you picked one of those spots (the stars) that's particularly difficult to render (I think it involves asymptotic behaviour but I haven't investigated properly).

You should note that these star shaps in the Mandys are difficult to render for the + or - sine version of the formula (White/Nylander) but the similar structures in the cosine versions (Thornton 1, Thornton 2 or White) render much more accurately - as to the other "bulb" formulas, the similar structures render OK in some and not in others - any mathematicians reading this are invited to provide a reason and solution for this problem wink

The analytical method in particular fails miserably on such spots but either of the "delta" methods work better - they're basically identical but "Z values" is faster.
Having said that, even they have trouble rendering such spots.

Here's the fractal with a solid threshold of 1e-4 and with the "Accuracy" increased to 4, this slows down the render but is much less prone to over-stepping resulting in missed solid.
I've included 2 layers, 1 analytical DE, the other z value DE on which I've also enabled "Check for 'missed' solid" - you'll see that the star's centre is missing from the analytical render.

Code:
Mbulb {
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  3iPkIl65webzBpTsoI/4HLyqKWVRLLrnJf/bfzmN9ieJnu9LHHkH3u5iIv/MNNMczZu405ea
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  YNYaIKZPLUYgD30wbzOzz+OtuoYThQyrYlKt3X+bXENRPUxvEMUUudDsotXpb/jf5rRPEvVB
  SzjDd8+WxJ1uo5xeeHo5NtfC0uqNPKAWgH7OXfRUVUb+XZ9TgCvrH2AhGYKMHe9Xb40vwqy5
  S1Rn6HD5n4WQsD6jwfo/xZg97+trS1gbnBS0DA3VHhbieYzL/b8dZbhf2IH6gVf2IJwI/7DM
  QNUBU1N2uapIn+wn29LwvYqzQz0gzkG7Z12vWLq6VnSNbt/5lWBNcX4o0f+drUd7RRvWXnYg
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  wrFCetQwrFCetQwrFCetQwrFCetQwrFCetQwrFCetQwrFCetQwrFC+/7FC+/Cg/2WgP=
}
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David Makin
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« Reply #24 on: January 18, 2010, 11:57:32 PM »

how to rotate the bulb ?!!?


"Camera Rot."

See the hints on the parameters smiley

To rotate so the camera doesn't actually point directly at the current target then use "Camera Dir.".
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cortexman
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« Reply #25 on: January 19, 2010, 12:00:00 AM »

Thanks guys I got it working! May I suggest that the future defaults render a beautiful Mandelbulb?  grin

I have a couple more questions. After trying all of the "Viewing control" parameters I was unable to find an appropriate control for zooming into the fractal. Is it true that using this software I can zoom inside the Mandelbulb? Also, I've read that UF supports arbitrary precision calculations, so i can continue zooming if I like? Perhaps I can make such exploration computationally tractable by first rendering at 50x50 and then increasing the resolution after I find something that looks interesting.
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cKleinhuis
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« Reply #26 on: January 19, 2010, 12:00:40 AM »

how to rotate the bulb ?!!?


"Camera Rot."

See the hints on the parameters smiley

To rotate so the camera doesn't actually point directly at the current target then use "Camera Dir.".

lol, didnt wanted to play with camera parameters, thx alot !
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cKleinhuis
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« Reply #27 on: January 19, 2010, 12:02:55 AM »

Thanks guys I got it working! May I suggest that the future defaults render a beautiful Mandelbulb?  grin

I have a couple more questions. After trying all of the "Viewing control" parameters I was unable to find an appropriate control for zooming into the fractal. Is it true that using this software I can zoom inside the Mandelbulb? Also, I've read that UF supports arbitrary precision calculations, so i can continue zooming if I like? Perhaps I can make such exploration computationally tractable by first rendering at 50x50 and then increasing the resolution after I find something that looks interesting.

you zoom in by double clicking ( or use options->mouse to configure )
and it is true, you can zoom very deep with ultrafractal, but make sure youve got enough time for waiting cheesy
i have asked frederik slijkerman, the programmer of uf, to include a virtual fractal size, to allow sizing of very small images, to
have at least a big output cheesy
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David Makin
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« Reply #28 on: January 19, 2010, 12:07:43 AM »

Thanks guys I got it working! May I suggest that the future defaults render a beautiful Mandelbulb?  grin

I have a couple more questions. After trying all of the "Viewing control" parameters I was unable to find an appropriate control for zooming into the fractal. Is it true that using this software I can zoom inside the Mandelbulb? Also, I've read that UF supports arbitrary precision calculations, so i can continue zooming if I like? Perhaps I can make such exploration computationally tractable by first rendering at 50x50 and then increasing the resolution after I find something that looks interesting.

It depends what you mean by "zooming" IMHO the best way to do a true zoom animation starting from the default is first to change the image plane distance to say 1e-5 and set the front clip to -0.9e-5 then change the (UF default) magnification to a (large) value so the bulb fills the window.
Then you zoom in/out using the various different ways of controlling the camera location (target location, camera distance, Dolly scale).
To be honest doing the above you could simply set the camera distance to 0.1e-5, leave the Dolly scale at 3 and use solely the target coords to specify the camera location since using those settings the target coords are (almost) the camera coords smiley
« Last Edit: January 19, 2010, 02:21:57 AM by David Makin » Logged

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« Reply #29 on: January 19, 2010, 12:09:04 AM »

ok, one more question,

and finally, how to set the iteration depth in general ? is it the standard iteration parameter ?!
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