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Author Topic: Mandelbulb3d v1.7.9  (Read 25273 times)
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lxh
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« Reply #30 on: March 28, 2012, 01:42:55 AM »

Hi guys,

the "formula" button in the navigator assigns every formula setting except "repeat from here". The only way is inserting complete parameter. This confused me quite a while. Is there a reason for? I'm just wondering ..

Greets, lx
PS: Thank you (Jesse and all the other gurus) very much for that program! I am still searching for the donate button.  A Beer Cup
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Jesse
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« Reply #31 on: March 28, 2012, 07:28:23 PM »

I suppose the maximum count has reached, as it it limited to 1023.
In each raystep it is increased by one when dfog on it is set to zero, for keeping the amount more or less the same i increase the it fog by 4 if the iteration at bailout will fit the user value.
So it will be cropped if there are more than 255 steps inside this iteration.  Dunno if you can increase the raystep multiplier to get less steps.

Guess i change it to increase by one and amplify the dfog amount instead in next release.

 

Has anybody noticed that the new dFog (on iterations) intensity decreases when the render size increases? Any tip to fix that? (knowing that in preview size, my Dyn Fog slider is already to the max)
In 900x600 my dFog looks great. In 9000x6000 it has completely disappeared  undecided

Thanks  embarrass
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Jesse
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« Reply #32 on: March 28, 2012, 07:31:05 PM »

Hi guys,

the "formula" button in the navigator assigns every formula setting except "repeat from here". The only way is inserting complete parameter. This confused me quite a while. Is there a reason for? I'm just wondering ..

Just forgot it, no special reason.

Quote
Greets, lx
PS: Thank you (Jesse and all the other gurus) very much for that program! I am still searching for the donate button.  A Beer Cup

You might want to donate for the forum instead, thanks anyway!
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bib
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« Reply #33 on: March 28, 2012, 07:38:14 PM »

I suppose the maximum count has reached, as it it limited to 1023.
In each raystep it is increased by one when dfog on it is set to zero, for keeping the amount more or less the same i increase the it fog by 4 if the iteration at bailout will fit the user value.
So it will be cropped if there are more than 255 steps inside this iteration.  Dunno if you can increase the raystep multiplier to get less steps.

Guess i change it to increase by one and amplify the dfog amount instead in next release.

 


Sounds good Jesse, no rush smiley

I can't increase the raystep multiplier otherwise the fractal become too noisy. It's this one, here I have calculated it in 3600x2400
http://www.fractalforums.com/index.php?action=gallery;sa=view;id=10832
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lxh
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« Reply #34 on: March 29, 2012, 04:54:44 PM »

I noticed that DoF calculation is really slow - even with low clipradius - and runs only as single thread. Is multiple-thread-dof-calulation technically possible?
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bib
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« Reply #35 on: March 29, 2012, 05:28:27 PM »

I think that if multi threaded DoF was easy to do, Jesse would have already done it. There must be some major technical difficulty.
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lxh
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« Reply #36 on: March 29, 2012, 06:06:59 PM »

I think that if multi threaded DoF was easy to do, Jesse would have already done it. There must be some major technical difficulty.
That's exactly what i thought. But how about (hope i can communicate this in English) tiling plus clipradius overflow and crossblending these afterwards? Maybe just my naive thoughts ...
« Last Edit: March 29, 2012, 06:21:50 PM by lxh » Logged

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DarkBeam
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« Reply #37 on: April 01, 2012, 12:00:17 AM »

Simpler words plz wink
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lxh
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« Reply #38 on: April 01, 2012, 12:26:09 PM »

OK DarkBeam. I try it again. smiley

I tested if theres a way to keep my 4-Core-CPU warm by just calculating DoF. So i started M3D four times, loaded four different m3i images and calculated four different DoF's at the same time. Well .. my CPU was running at 100%. If i calculated them the "normal" way it would have taken four times longer. So if that is possible, why not with four tiles of the same image? But DoF doesn't work in "Big render" projects and there must be a good reason why. This reason might be that these tiles would not fit exactly and you would see some edges. Maybe because of - don't know - the blur algorithm by itself?

Ok. But what if these tiles would be larger - to be concrete - with borders that overlap their "neighbors"? The border thickness might be exactly the blur- or clip-radius of DoF in pixels and must be faded while sticking the tiles together. This fade could work like a crossfade of an audio loop .. just to get rid of these unacceptable edges. And these fades would not be noticeable because the only differences are the blurred parts and it's quite easy to cheat with blur.

So, this might be a stupid thought and a graceless solution. BUT ... a solution.

I just would work with vertical tiles.

Greets, lx
« Last Edit: April 01, 2012, 12:39:04 PM by lxh » Logged

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Alef
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« Reply #39 on: April 06, 2012, 03:33:55 PM »

Loading fractal parameters of others I found myself searching at remove formula button.
But there are reset button removing all the formulas. Sheared parameters often have 5 or 4 formulas witch can be changed by other formulas, completelly reseted, but not removed one by one.
I found need for removing single formula only when using in deviantart found parameters.
I don't know, if others would need this.
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bib
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« Reply #40 on: April 06, 2012, 03:40:27 PM »

To remove a formula, set its iteration number to 0
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Sockratease
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« Reply #41 on: April 06, 2012, 03:46:44 PM »

To remove a formula, set its iteration number to 0

Or select the blank line at the top of the formula drop down lists   evil
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Alef
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« Reply #42 on: April 06, 2012, 04:59:27 PM »

Should look for a blank line A Beer Cup
« Last Edit: April 06, 2012, 05:04:04 PM by Asdam » Logged

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SpaceOctopus
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« Reply #43 on: December 04, 2012, 02:21:00 AM »

Awesome program! Thank you so much smiley I just discovered it today and I only played with it a little bit and I already LOVE it!  love
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DarkBeam
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« Reply #44 on: December 04, 2012, 09:37:42 AM »

But it's an old version, update it grin
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