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Starmute
@Starmute
@zebastian hmm... i am getting strange results on my version of mandelbulber (latest mac version available)
everything is blurred
Starmute
@Starmute
1273007.png
Sebastian Jennen
@zebastian
That was
Starmute
@Starmute
the results seem a bit different
1st is mine, second is your version
1273007.png
Sebastian Jennen
@zebastian
Intentional, I added dof and stronger fog, so the focus is on the one object in the center.
Starmute
@Starmute
no, i mean that there are differences
with my version there is not anything that isn't blurred
it just looks out of focus
Sebastian Jennen
@zebastian
Hmm,
Starmute
@Starmute
did anything change with DOF from latest mac version to latest version?
since i'm using 2.12-alpha4 or alpha5
Sebastian Jennen
@zebastian
I rendered with opencl that's probably the difference
It may be caused by
Starmute
@Starmute
ah that's true
Sebastian Jennen
@zebastian
Try to deactivate the hdr blur under post effects
Starmute
@Starmute
sure
worked!
Sebastian Jennen
@zebastian
Great :+1:
Starmute
@Starmute
@zebastian does 'number of passes' improve quality if increased?
Krzysztof Marczak
@buddhi1980
It doesn't always improve quality. But if you want to try, if you double number of passes, then you should decrease blur opacity aprroximately by half.
Starmute
@Starmute
Makes sense. How can you reliably improve quality of DOF? (without expensive monte carlo effect)
Krzysztof Marczak
@buddhi1980
It cannot be better until it's calculated just based on z-buffer
only way to get more realistic effect is to use MC algorithms
Starmute
@Starmute
ah, oaky
*okay
Starmute
@Starmute
album of new renders!
Sebastian Jennen
@zebastian
Nice!
42
@Bux42
I was wondering for the soundtrack feature
Is it possible to add multiple soundtracks and each of them influence a different variable of mandelbulber
Like for example I have a music project, I render the bass line in a mp3 file and the piano on a separated mp3 file
And then I link the bass line to X power in mandelbrot
And the piano to Y power in mandelbulber*
It would make the trippiest music visualizer
Also I can't wait for a windows build with GPU render & Colors :D
mclarekin
@mclarekin
yep bux 42, that is the what is real cool, i.e. each percussion instrument track can have its own parameter (look in the Mandelbulber manual at audio animation section). This is one of most coolest features in Mandelbulber and has huge potential. Eventually I plan to evaluate some new options for audio animation. If you have accesss to unmixed individual instrument tracks, you can have a lot of fun
This is an example of audio animation https://www.youtube.com/watch?v=Jy1CY_Yv13Y
mclarekin
@mclarekin
@Starmute Nice collection of images, you have used some formulas that I have not seen used before.:)
42
@Bux42
Is there a way to edit the materials for GPU render in the new update? :D
Starmute
@Starmute
@mclarekin but it is all the same formula! Octahedral IFS.
mclarekin
@mclarekin
@Starmute That explains why I see the prism shape. I have never really used KIFS it always looked too complicated to me, but one day:)
Starmute
@Starmute
It took lots of fine tuning to get all the params right. Lots of blank blocks.
mclarekin
@mclarekin
@Bux42 Next v2.14, will hopefully have the missing features for GPU
Starmute
@Starmute
Then accidentally solved the blank block issues with the infinite repeat :D
mclarekin, do you know when will be available next version for Mac?
mclarekin
@mclarekin
Funny you should ask that, i just read the followiing email from Rob :
I have been working on macOS build and have made great progress. The native clang compiler does not function with openMP, so those compiler flags in the qmake build were causing build failures. I have experimental builds without openMP for Xcode that build successfully. The resulting app package also includes all the supporting files normally in the /share folder. Is it possible to enable the macOS build to load the shared folder relative to the actual binary instead of the ~/share/mandelbulber folder?
Sebastian Jennen
@zebastian
@buddhi1980 The mesh export is broken right now, since the material is missing in marchingcubes.cpp line 301: sFractalIn fractIn(point, params->minN, params->N, params->common, -1, MISSING);
I am not sure how to get this there can you have a look?