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Author Topic: Update to the mmf wip formula for Ultra Fractal  (Read 42000 times)
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cKleinhuis
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« Reply #45 on: January 19, 2010, 02:47:56 AM »

@dave yes,yes yes, but how should zooming records be accomplished ?

but i saw in the openCL definition they have reserved space for quadruple floats, so, if everything goes
well we should have reasonable zoomings
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« Reply #46 on: January 19, 2010, 03:29:50 AM »

how to rotate the bulb ?!!?


Just realised, I should also point out that to rotate around the viewing direction just use UF's in-built "Rotation Angle" in the Location tab.
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« Reply #47 on: January 19, 2010, 03:54:05 AM »

How do I actually move the camera? That is, what if I want to go "behind" an object? And what the difference between Dolly Scale/Camera Dist, and why can't the Dolly Scale go below 3.0?  huh? huh? huh?
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« Reply #48 on: January 19, 2010, 04:11:55 AM »

How do I actually move the camera? That is, what if I want to go "behind" an object? And what the difference between Dolly Scale/Camera Dist, and why can't the Dolly Scale go below 3.0?  huh? huh? huh?

"Camera Rot." rotates the camera around the target so to go behind then set the real part to 180 - the camera normally always points directly at the target but you can use "Camera Dir." to change that.
"Camera Distance" sets the distance of the camera from the target but can also be used in combination with "Dolly Scale" - the reason for this is that I wanted to be able to dolly the camera towards/away from the target in an animation but using UF's in-built exponential interpolation option is not that straightforward so to make it possible to exponentially zoom I made the Dolly scale parameter such that you can scale the distance from the target using the Dolly scale and UF's animation exponential interpolation will work on the dolly scale parameter, I found that there were issues as the values get small so I set the minimum to 3 and the scale gives a distance of "Dolly scale*Camera distance/3" so if you set a target on the surface of the Mandelbulb with say a camera distance of 1e-5 you can use the Dolly scale to go from say 300,000 down to 3 in an animation using exponential interpolation.

Another way of controlling the camera is directly using the target - set the camera distance to say 1e-6 and then the target coords are essentially the coords of the centre of the camera lens --- of course that holds until you start deep zooming when you'd have to reduce the camera distance still further, I wouldn't recommend going less than around 1e-16 though.

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Jim Blue
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« Reply #49 on: January 19, 2010, 05:07:59 PM »

I'm getting strange coloring errors with some images. The incorrect color is always the one just to the left of the background color. The error depends on the minimum number of threads I set in Options, but apparently not on the maximum number. (2-core machine XP SP3)

BicomplexMbrot {
::o18sYin2Fi1SvRuNS47Gw/HE6TJwjVLSR9oTAPMT8sAJYmkZzcI3WD2SUdrYqHreY72/63iv
  EpU7gt7LsIZ9xPWkVVsU1ArYiJ+pbvJIYqeSwp7+UdRXTvg/awXPO0NtL4l6ypz0USUwZe9p
  zTUSeUggdhPMSRSFLG4l1Tj0d/GrhPG8JxM/nR7RH2jjQR/MbYk3q6IX1xubvRpsaNLY9T1d
  t0dfR2VAaXQXProe6CFFFF0wnO3VSbmFT19sxxgpBW7YPbg3ORvwHv9mGWffd7JNWQv8BaUI
  KDnjjTzQ5ZJ7jCxHg/pJkkYSeQD7ULNLETwZpHw3eTV3AAPTBQD71aJCooge+QxZexT0uqqg
  qaBvF2a0df9r/rXq7jfIcuqZXAseDXo7+rf9bxPksTiQ/jzj8ph6T02OQYiPCGVd7nBzlcni
  CB0fc8c3L1tVd6xa6eGsgjTA3j0wUpPXmu0v+Eh1WyF6jFYSzln4SAXpznmFHp/1ZYns/3vI
  kKM4GM+BYTwequNI+hg3+P47KkA1LmHBmsCGCMz/9MDsHtAtdzdsTUXSf4z7/VYIm8wTrGc0
  0bOv29tu62J5hV/OzIvNUTj2HZl+7nMSdDHrnUG9UNM2zASkc4jsaR38EcigJa72EbYaBLlk
  GLt26OkmRQoordUO37BR59gcbfgGQf49eTTqDSjRf3Lw6jVLQT/LDUpel1w5HYszVqAHyP8Z
  6HbZiLT1FMB0FroYGMcXcHHN1tqzU0nvnoFHhpytXAktZCh8asU95pO5sH1XrN6POx7pJO95
  M4WJFHa6CuKMxA8wLTZckXucQCs8YdrZBAB5aYkUreLc1nJM8Ru4sy/eWS4lTC16rHfgXJ4F
  Tu71j9n5DcnsevCOWathjxR4K0bymtnEcot2Y3NUaazelLnyuX/wlP82HeReVpuVea7vBey4
  KBNKEw1CcWO6QUUu6q0rXkH1mzxp3ex5/UwaUEKWv56EiLm2FgzDNLa/9pJqbjgkCBteQkFw
  fh+NwZtH2uwpukVgRArUuqQAC617oqdiGUoJah3KpqhOIIF2N8RGEOxJj17LVTBvSNVn64BV
  kW30jdTP+4UDNMCZFn6AK5tyqgGf8I4oOPxtdKNV7X4ybWXEpgxE4hQ3QtMCrTBib1JvH8EN
  8OII+rAxsCLisyaIgjbzBh3gbqAqtlGI6A3+BIwOkYQaIgWB3FsExZnSvBzSIjXs4ap1Xoun
  RvogqpHujdXFsO/w4/dY6HuAhygwZ/4PuLo6x3qap1lwuVro8Sjorg+luC1KJBYeyRnfR1Se
  T4TN0dNNVhQ02fCSL84HFTQfmsAQrwnf8Ek3bouQlKz2HoCEWv6YjxvS2bTXJEl/h6nDQpeA
  MyBnZEOmkka6Rmw10UGlG2/ZRZ2eaY1QSqer7rsLGE0iBRt+dlnupzaVWyvA2bmZjEWWXwXQ
  ucup5i9ClmeD9n1XAki8X7Xm7JWTDzNUDkZIKMxpqo7FZAkEj4Z4sU6+ku8LzOR+zcxIN3b3
  DZIhs7jO0rEsTRmAYWTQ0abwwY0q9fTf0CXhwQR0IPsQbwCZwyp/wIypeTPyHLEFjX2YS4wu
  Q3WExbZH2HOsPcggMQun+AkxbYY8W8i9xLe1WvF0OOOMznikN4R2iHZj1j4TRQINMfFgJbAM
  5dMhJ+cMxHwEa8hw4VAmetRMdLJT9BM1HwUKOPEt1KmthkZbBMzHwsNWxMIEfK2nj5bwLfLe
  5U8KrocCJOEzpoDhprNkH2g5h3xQegidYeYNmHoxphJr5JK6ajJ6KHGoHPYVj7hLInHSgzo1
  mU0V+OorwFRJe4KH3/gRiN4ClEGjWTa8WkxvnbJeF4YF4eIDeTw7F3YOifHzxVeUQP5eILHH
  tl3gjVU4h1XcRb9tQk3j3SfIP4lzxjmSwJQex8N2kk3h5JXxcwdy/kUOho4rIfC8GqQk+2nM
  12SaUQwm20kE1k5l+LQtPDs7+jJ4Ff399zsyuXGtjDZYcpXKgQ4ungJe2gcV3JYOtcdTdyUg
  F5EUUGwQd3y0RqnZZob3pKZHZWE0pa0JN7hqyM3TVFQoYyqXOr7R9kf4dsaJtusmjuW29O08
  kj5g0R3ACV0hyaYJlmX57CNAIkVHgjWajkZ6tgcUIfvn5ZTy8yqmC9DViCjlkfwKJvMfaRwA
  g/gw7Z1bi/k30pf2FgpsMLquwIQEK2xl9VLPYYqW60KpjeSm9kW12Z9apfshqJytuPXPWfUw
  RGDkAJXW3DvQerqS4kvwxFBZpi0/oqCKXWJ7/ASB8+07jNTU+2RSy+YtEQWjfmY8MyimkiYD
  F1QYYJ2ySshl22rEO5Lc0bzg3wS8yroFYHFxGKmqlMU0Ax4ZsPLjvyQGbpYsHFjtU0gSsPLj
  9NkxboYsjixaKahYFLjXZIj9pI5KKScuGCiHLJ+GSiPFJ+Uk4RRLKOWScGSyKKSWRRin1Qyy
  krYZi1Qm4RxEfKmYpoBnEfWmsxQm4oYijiJLU0ixKWm4bITviipWKmu2pJ1nlp+GyUfKmuhi
  prcaSdsMdlhMdFFT1rbd7IU2j+7+J/oaVQcchumA3n767Ts2S2QZ4chY5zd9AviNLmgCVga1
  /HBR/Zii8ADq8hoASOdDWQhTkj3bLx7h6Bom7d+fsslaB7ahK4tFYb+OTL5dW+KBm4WmMxd2
  vdQNb0GsrT49BzaLoFzH5DT2A8mvNjLE/clJd1iHtXppOzDUDoV4xv301Nden/UXXL4GcgBl
  tVQqrUcleyilBrl/U2Cg/Xsy1r/3O72bs4oOsgzongaLlmpRFbVNhLNqaehXlHU3WyflSQZB
  qFmeAjIpkEb/q33qHBhSSjjzwmhQkDmBwRJZRHiN9jzTN9TySyIZwtH9H6VRo/vsw+VhxJOO
  43pEEHBue2ylf10/foAtBtA=
}
The first image has threads Minimum = 1, Maximum = 8. The second image has 2 and 8. The on-screen renders are also wrong, but different. I wasn't running anything major in the background.


* BCM 18.jpg (121.25 KB, 400x300 - viewed 773 times.)

* BCM 28.jpg (119.62 KB, 400x300 - viewed 764 times.)
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« Reply #50 on: January 19, 2010, 06:24:50 PM »

Do you use distributed rendering? Sometimes I have similar problems when I use my laptop as an UF server. Does your image have only 1 layer?
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« Reply #51 on: January 19, 2010, 07:08:48 PM »

No distributed rendering, only one computer, only one layer.
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« Reply #52 on: January 19, 2010, 07:11:07 PM »

I have the same issue (min thread 8, max 32)

Dave?  huh?


* Bicomplex Mbrot.jpg (278.73 KB, 1024x768 - viewed 527 times.)
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bib
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« Reply #53 on: January 19, 2010, 07:39:36 PM »

How do I actually move the camera? That is, what if I want to go "behind" an object? And what the difference between Dolly Scale/Camera Dist, and why can't the Dolly Scale go below 3.0?  huh? huh? huh?

"Camera Rot." rotates the camera around the target so to go behind then set the real part to 180 - the camera normally always points directly at the target but you can use "Camera Dir." to change that.
"Camera Distance" sets the distance of the camera from the target but can also be used in combination with "Dolly Scale" - the reason for this is that I wanted to be able to dolly the camera towards/away from the target in an animation but using UF's in-built exponential interpolation option is not that straightforward so to make it possible to exponentially zoom I made the Dolly scale parameter such that you can scale the distance from the target using the Dolly scale and UF's animation exponential interpolation will work on the dolly scale parameter, I found that there were issues as the values get small so I set the minimum to 3 and the scale gives a distance of "Dolly scale*Camera distance/3" so if you set a target on the surface of the Mandelbulb with say a camera distance of 1e-5 you can use the Dolly scale to go from say 300,000 down to 3 in an animation using exponential interpolation.

Another way of controlling the camera is directly using the target - set the camera distance to say 1e-6 and then the target coords are essentially the coords of the centre of the camera lens --- of course that holds until you start deep zooming when you'd have to reduce the camera distance still further, I wouldn't recommend going less than around 1e-16 though.



I found it more convenient when it was possible to set the Dolly at 1.

Regarding image plane distance, etc... I do not have the same "philosophy" as Dave's. But he is the programmer, and I was just a beta tester smiley

In most of my animation, I try not to use the Location tab except for final adjustments: that was Dave's initial advice that enabled me to add some perspective. I set the image plane distance to a value between 1.2 and 2.
1.2 gives almost a distorded perspective, and 2 is almost like a parallel projection. I generally use 1.4
Then I use the Target coord annd camera dist to zoom.

This is difficult, because the effect of a variation of these parameters is not the same depending on camera position and rotation.

For example if camera position and rotation is close to the origin, the camera distance is enough to zoom in straight line. But if not, then you'll have to adjust Target XYZ coord as well otherwise your zoom will go another way (not to the center of the screen)

I think that the next major improvement in terms of useability is a completely revamped navigation system! smiley

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David Makin
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« Reply #54 on: January 19, 2010, 08:24:43 PM »

I'm getting strange coloring errors with some images. The incorrect color is always the one just to the left of the background color. The error depends on the minimum number of threads I set in Options, but apparently not on the maximum number. (2-core machine XP SP3)

The first image has threads Minimum = 1, Maximum = 8. The second image has 2 and 8. The on-screen renders are also wrong, but different. I wasn't running anything major in the background.


Hi Jim, what you have discovered is possibly some sort of weird UF bug *but* is being caused because you are not using my formula and colouring as intended - you have the main formula colouring parameter set to "Lighting+Iterations" but in the colouring formula you have "UF Colouring ?" enabled. In the colouring the "UF Colouring ?" option should only be enabled when the main formula colouring parameter is set to "Lighting+UF Colouring" - note that when using "Lighting+UF Colouring" it is intended that you use the standard UF Maximum Iterations parameter to control how many z values from iterating the solid pixel are passed to the colouring - ideally if you choose a plug-in colouring that normally colours using the final z value then you should make the value for Maximum Iterations fairly high to ensure that the final bailout z value is actually passed to the colouring.

« Last Edit: January 19, 2010, 08:27:25 PM by David Makin » Logged

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« Reply #55 on: January 19, 2010, 08:25:52 PM »

I found it more convenient when it was possible to set the Dolly at 1.


Leaving the dolly scale set to 3 is exactly equivalent to leaving it set at 1 in the older formula.
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« Reply #56 on: February 12, 2010, 03:54:38 AM »

MMFwip3D.ufm now includes Tom Lowe's Mandelbox formula (Tglad) as "Fractal Type"=3D Mandelbrot and "3D type"=Lowe Mandelbox.
See the first post in this thread for the download link.
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« Reply #57 on: February 12, 2010, 04:19:30 AM »

I found a typo - in the new formula, the checkboxes says "Negate if < Max. Rsdius" and "Negate if < Min. Rsdius".
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« Reply #58 on: February 12, 2010, 04:30:44 AM »

I found a typo - in the new formula, the checkboxes says "Negate if < Max. Rsdius" and "Negate if < Min. Rsdius".

smiley Not exactly a terminal problem - I'll update again at the weekend and fix that as well as hopefully adding yet another DE method.

Oh - also if anyone finds a UPR from the previous formula version of wip3D5 that gets broken by the update then please let me know ASAP, though I triple checked that I'd not missed anything wink
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« Reply #59 on: February 12, 2010, 09:58:02 PM »

For anyone having problems getting a decent render of the default Mandelbox using my UF formula - you should note that the default Mandelbox is approximately a cube centred at the origin with sides of length around 12 units i.e. it is considerably larger than the default viewing settings are set for.
So from the default to view the Mandelbox change the "Camera distance" to 11 and the "Back clip" to 23 and you will get a better view.
Also because of the difference in scale to the Mandelbulbs, change the "Solid Threshold" to say 1e-2 instead of 1e-3.

Also there is a sample UPR here:

http://www.fractalforums.com/3d-fractal-generation/amazing-fractal/msg12923/#msg12923
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