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Fractals F.A.Q (Last Updated: 2024 Nov 13 3:03 pm)
Quote - To the clever ones out there...
Can one add the "sphereIFS" formula with any combination to add a sphere to your compilation? What is the rule of thumb for the use of it?
D.IFS formulas will only work as Hybrids (multiple formula Combinations) with other d.IFS formulas. You can not mix d.IFS formulas and Escapetime (normal) Formulas together as Hybrids except in the case of using the DE Combinate method as follows:
Using DE Combinate with an Escapetime Formula (normal Formulas) in F1 and then a single or hybrid d.IFS in Formula slots F2-F6.
Or
DE Combinates with F1 being a d.IFS formula and F2-F6 being a Stand alone Escapetime Formula or an Escapetime Hybrid
One of my favorite things to do is drop a sphere in the middle of a Escapetime Hybrid using DE Combinate method. F1 being the SphereIFS and then F2 thru whatever is the Hybrid. The hard part is getting the sphere where you want it.
Remember...No matter where you go there you are
What big words
Like I said the tricky part is getting the sphere where you want it. Best thing to do is set up a basic DE Combinate using a Sphere and an Abox and see how the formulas interact with other. Set a Sphere in F1 an Abox in F2, choose DE Combinate mode and open the Navigator and use the Spheres x,y,z add controls and see how the sphere moves in relationship to the Abox.
Remember...No matter where you go there you are
Some Basics....Reflections and Refractions(Transparency)
Reflections can be run alone without Refractions(Transparency)
Transparency can not be run without Reflections.
Reflections will be applied to all surfaces and Objects always no matter the Mode(Alternating/DE Combinate/Interpolated)
In the DE Combinate Mode you can select Transparency on d.IFS only which will apply Transparency only on the d.IFS objects(Formulas) but reflections will be applied to all Formulas in the Combinate(very tricky trade off between Reflects/Refracts settings)
d.IFS formulas which are just Shapes are good for Reflects and Transparency , they work very well as the surfaces are smooth and both Reflective and easy to control Color Absorption for Transparency.
Normal Formulas(Escapetime formulas) are harder to get good reflects and even harder for Transparency. Good reflects here need Large smooth surface areas for good reflections because a lot of surface details(surface variations, floaters, whatever) leads to Major Light scatter(reflections bouncing in all directions) which is just ugly. It's important to keep both Gain and Depth of reflections Low in these areas to keep reflects from just getting blown out.
If you could show me the Params I would have a better idea of how to tackle your particular dilema.
Remember...No matter where you go there you are
No Tutorials that I could point to right off the top of my head. Probably someone has one over at DA somewhere, maybe Hal Tenny or someone, mostly all tricks and Tips for MB3D are gleaned from threads in the Mandelbulb3D threads at FractalForums.com.
A few tips on Reflects and Transparency(refractions)
Good reflects need smooth surfaces, rough and uneven surfaces cause massive light scattering.
Reflection settings
Ammount = reflects/light strength, typically you don't need more than 1
Depth = amount of reflected data, the higher the deeper the reflected area(more detail) also the longer the Reflects render time.
Reflects Rendering is a seperate render from the main image there fore before doing reflections if you want a faster Reflects Render you can change the Main Image render settings, it won't affect the main image but speed up the Reflects Render time.
Fog also affects Reflects so keepm that in mind, also too much ambient or Difuse lighting will cause Reflects to be washed out.
TRANSPARENCY doesn't work well on escapetime Formulas, d.IFS fromulas are the best for transparency. Transparency of gradients are set using the Obj Diff light/gradient sliders. Open it and the top third section on the sliders control the Transparency of the gradient 1=solid 255=Fully transparent.
Any MB3D with transparency and or reflections and has the Params posted with it you cah load those params and see what they used for settings to make them work
Also the Readme file has some tips on Reflects/Transparencies
Hope that helps a little anyway
Remember...No matter where you go there you are
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To the clever ones out there...
Can one add the "sphereIFS" formula with any combination to add a sphere to your compilation? What is the rule of thumb for the use of it?