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Fractals F.A.Q (Last Updated: 2024 Nov 13 3:03 pm)




Subject: Mandelbulb3D Help


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zkywalker ( ) posted Tue, 14 August 2012 at 1:51 PM · edited Tue, 14 August 2012 at 1:52 PM

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?


Lenord ( ) posted Tue, 14 August 2012 at 2:15 PM · edited Tue, 14 August 2012 at 2:22 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


zkywalker ( ) posted Tue, 14 August 2012 at 3:01 PM

Thanks for the quick reply, I'm still trying to get my head arround those big words... lol. But I will get there eventually! Thanks again Len.


Lenord ( ) posted Tue, 14 August 2012 at 4:49 PM

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


zkywalker ( ) posted Sun, 19 August 2012 at 8:05 AM

Can one add a reflection to ShereIfs only? Or will everything get reflections, even though I have the dIFS only button selected, all reflection is created. Thanks.


Lenord ( ) posted Sun, 19 August 2012 at 9:24 AM · edited Sun, 19 August 2012 at 9:27 AM

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


Lenord ( ) posted Fri, 07 December 2012 at 3:29 PM

refresh


Remember...No matter where you go there you are


peedy ( ) posted Fri, 07 December 2012 at 11:43 PM

Hehehehe
Did you use limonade; tea; coffee or something else for all the refreshing, Len? ;-P

Corrie


Lenord ( ) posted Sat, 08 December 2012 at 12:05 AM

LoL, just a little something to bring this Thread out of the archives and back up top. If topics don't get posted in for a bit they get archived til they get posted in again.


Remember...No matter where you go there you are


peedy ( ) posted Sat, 08 December 2012 at 12:10 AM

Ah, alright!
Well, it looks like you had fun doing it. ;-P

Corrie


Lenord ( ) posted Sat, 08 December 2012 at 12:31 AM

I had answered some questions in Sitemail so I thought I'd get the Help thread back in view.


Remember...No matter where you go there you are


peedy ( ) posted Sat, 08 December 2012 at 12:39 AM

That was good thinking, yes.
Thanks, Len. :-)

Does is stay on top when you pin it?
Or isn't that possible with this ones?


Lenord ( ) posted Sat, 08 December 2012 at 7:01 AM

Sticking keeps it on top but if it doesn't get posted in it gets shoved off the front page. It's easy to view all Forum Topics with an Archive search but most people don't know that.


Remember...No matter where you go there you are


peedy ( ) posted Sat, 08 December 2012 at 8:19 AM

So make that the topic of a new thread! :-)


Lenord ( ) posted Sat, 05 January 2013 at 12:49 PM

Refresh


Remember...No matter where you go there you are


Lenord ( ) posted Tue, 23 July 2013 at 8:05 AM

BTT


Remember...No matter where you go there you are


Lenord ( ) posted Wed, 05 February 2014 at 7:29 PM

refresh


Remember...No matter where you go there you are


QuietRiot ( ) posted Sat, 15 March 2014 at 9:57 AM

Question! LOL

Is there a tutorial for reflections in MB3D? More to the point, is there a tutorial that a non-math specialist could understand?


Lenord ( ) posted Sat, 15 March 2014 at 10:36 AM · edited Sat, 15 March 2014 at 10:38 AM

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


QuietRiot ( ) posted Sat, 15 March 2014 at 3:47 PM

Actually, it helps a lot. I now have something to play with and see what happens. Thank you!


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