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
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
@Starmute Nice collection of images, you have used some formulas that I have not seen used before.:)
Is there a way to edit the materials for GPU render in the new update? :D
@mclarekin but it is all the same formula! Octahedral IFS.
@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:)
It took lots of fine tuning to get all the params right. Lots of blank blocks.
@Bux42 Next v2.14, will hopefully have the missing features for GPU
Then accidentally solved the blank block issues with the infinite repeat :D
mclarekin, do you know when will be available next version for Mac?
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?
@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?
Ops! You are right. It crash. I will try to fix it and release as a patch for 2.13