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Author Topic: File Association - Materials Mismatch  (Read 8343 times)
Description: Possible Bug or Incompatibility
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mclarekin
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Posts: 1739



« Reply #15 on: April 23, 2017, 11:54:44 AM »

BTW

Your latest settings file,  automatically use deltaDE log because of the type of formulas you have in the other slots. And is probably the optimum DE for that combination. If you open the statistics, you will see a percentage of wrong distance estimations of 2. This is generally not good and  the areas of bad DE can be seen in the rendered image. If you turn off the color palette for Material 3, the image will turn grey and it is easier to see where the bad DE is disintegrating the fractal image.

I have not explored the Collatz formula very much, but I know it is difficult to find settings with good DE. But it does make some cool nteresting hybrids.  I will zip up the settings files that I have and post them here.
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mclarekin
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Posts: 1739



« Reply #16 on: April 23, 2017, 12:08:46 PM »

I will have to check out the render time thing to see if I can reproduce it.


Attached are some setting files using collatz, they hopefully all still work and should have average or better DE quality.

BTW I also sometimes get different coloring when I load a file from V2.08 or V2.09, sometimes I can track it down to being caused by some code change, but other times  i have not been able to find what caused it

* collatz.zip (21.8 KB - downloaded 279 times.)
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CCV
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« Reply #17 on: April 23, 2017, 02:03:57 PM »

I learned later, no matter what the combo, that using DE settings such as 0.01 did cause some fractures in the resulting image. Hence, started using the Optimisation buttons (usually High quality) which did produce better results than manually setting DE.

Still weird, imo,, that I ran into trouble with just the one so far.

Bhuddhi's suggestion, while not perfect, is most helpful. I could experiment with DE settings in 10 to see what happens, or just use 8 to get what I want.
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CCV
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« Reply #18 on: April 24, 2017, 05:57:44 AM »

Oh, sorry mclarekin. Thank you for the Collatz examples you posted. I'll check em out as I might be able, to see what I can learn.
Thanks for explaining a few things about Collatz in general too. I tend to use it rather a lot, it seems, it does make for some interesting results.
I actually did a lot of exploring in a Boolean IQbulb, Collatz, Buffalo combo. Seemed to work ok, except for very long rendering times which I attributed to the extraordinary amount of detail in some resulting images.

I might need to check back and reread some of your posts now and then too. Cheers.
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CCV
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« Reply #19 on: April 29, 2017, 08:44:19 AM »

To get proper shape in this case you need to change Rendering Engine / Distance estimation function to Delta DE Logarithmic . It will look as original with DE_factor = 0.5
@Bhuddhi, thanks for the Distance estimation function to Delta DE Logarithmic tip. It works quite well with DE_factor = 0.5, but, in the case of the box folding example I posted, is a perfect match with DE factor set to 0.1.

Just saying.
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CCV
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« Reply #20 on: May 20, 2017, 11:11:18 AM »

When reading the estimated time you sometimes need to wait a few minutes to let the estimating work, i.e. The estimated time may initially be 4hrs then after a few minutes  it will drop to maybe 2hrs and then it will continue to drop at normal time.

That is the general situation, but I have also noticed some situations where the estimated time increases until the progress bar has gone half way then it begins to fall normally.

2) Knowing which DE to use with which formula can be difficult. This is a list of the current analytical logarithmic DE formulas. If you use any of these with collatz then you will be best to first try  DelatDE Logarithmic.

BTW. Collatz is one of the most difficult formulas in MandelbulberV2 for getting good DE.

Collatz, it happens, is my favourite formula to use - in combination with others. Not sure if it's Collatz only but, the latest version of Mandebulber is setting  Delta DE Logarithmic as default and impossible to change.
Anyway, I didn't notice any problem any time except for the example I posted earlier.

Regarding "estimated time":
I've seen it increase, stall or decrease at any stage of render.
Seems to me, it has to do with level of detail being processed at the time.
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