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Mandelbulb3D

A short description for the use of Mandelbulb 3D version 1.8.9

Mandelbulb 3D is a program designed for the Windows platform, for


generating
3D views of different fractals.
The rendering is based on distance estimates (DE), you might find this
shortcut in some of the explanations.
Many thanks to the people on FractalForums.com,
especially to David Makin for helping with implementing DE, also to
Buddhi for
the fast DE method for the amazing box, msltoe for the riemannian
formula,
Tglad for the Amazing Box, Fracmonk for the CommQuat formula,
Trafassel for
the IdesFormula, Kali, Bethchen, all i forgot, for even more formulas,
and of
course Luca (DarkBeam) for many, many own made formulas!
Not at least thanks to Daniel White, whose fast int power formulas I am
using
and for developing some of the first 3d bulbs together with Paul
Nylander.
Also to Syntopia and all the others for inspiration, helping, testing, for
suggestions, and the people of Nasa and Gimp for the awesome work
and the maps
i generated from their work (and hopefully there is no restriction in using
them this way).
Also a big thanks to all who supported m3d, me and others with kind
words,
lightmaps, cool renderings and their parameters!

Contents:
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Installation
Zooming and navigating
3D Navigator
Formulas
Lighting
OPTION TABS:

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Calculation
Coloring -> Volumetric light

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Internal
Cutting
Julia on,off
Infos
Camera
Stereo
POSTPROCESSING:

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Recalculate a Selection
Normals on Z-Buffer
Hard Shadows
Ambient Shadows
Reflections and transparency
Depth of Field
Drawing on the image
Saving and loading
Animation maker
UTILITIES:

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Big renders
M.C. renderer
Warning and changelog

Installation:

An installation is not necessary, extract the whole archive to a folder of


your
choice and start the program by clicking on the 'Mandelbulb3D'
executable.
If not all formulas are available, specify the formula directory by clicking
on
the 'Initial directories' button in the 'INI' tab.

Zooming and navigating:

The easiest way is to use the 3d navigator that i recommend and will
explain
in an extra topic later on.
The other way for navigating is to use the 2D mouse functions to step

and zoom
via 2D slices to different positions. You can select on the bottom left
side
of the programs window three options by clicking on these buttons:
1. Button is for zooming, a double click in the image will zoom in the
clicked
position by a factor of 1.4 . Left-click for zooming in, Right-click for
zooming out. You can also mark an area in the image to zoom into it.
These zoomings are performed at the Zmid slice, the other Z values are
changed relative to it and does not care about the object itself. That
means that a 3d calculation could slice the object or sending
parameters to
the navigator can make problems like with all other 2d functions.
2. Button to shift the image in horizontal and vertical directions.
3. Button to navigate the slice in Z direction, seen from the viewport of
the
beholder. This is useful to get a better imagination of the location or to
back in front of the object.
And you can rotate the bulb around the point that is given by the Xmid,
Ymid
and Zmid values by clicking on the arrow buttons below the main image
window.
In the 'Position' menu:
The Zstart position defines the start of rays to be calculated, Zend
defines
where calculation ends, if no object until then has been found.
These values are relative to the Zmid and the actual view direction, so
Zstart is always lower than Zend.
Hints:
Increase the Zend value, if parts in the background are missing, but do
not choose larger values than needed.
It is more recommended to use the 'farplane' value in the navigator for
this purpose (use F1 and F2 for de/increasing the value).
With high Zend values, use the 24bit or the DEAO ambient shadow
functions
to avoid banding artifacts.
'get midpoint':
The midpoint can be taken directly from the object in the rendered
image by
clicking on this button and afterwards on the image part.
'reset':
To reset the position, rotation and zoom to default start values.
If the R bailout value is bigger than 500, it will be more zoomed out, so
push this button after selecting the 'amazing box', for example.
Hint:
The zoom value is not really intended for large changes by the user, use

the navigator instead to zoom into the object, the value is adjusted automatically.
In the 'Rotation' menu:
You can change the rotation angles by hand, but you must press 'apply
to
image' to insert them to the parameters. A rotation matrix is generated
from them (the internal format of rotation) and afterwards the euler
angles
are calculated again from this matrix and will be shown. These can differ
from the original ones! On Y rotation near to 90 or -90 degrees, the
euler
angles can't be calculated at all from the matrix!
Calc-:
Calculates a 8x8 blocky image, for example to roughly locate structures
to preview with a selective recalculation in the postprocessing formular.
Calculate 3D:
Main rendering of the current parameters.
Choose the options for hard and ambient shadows in the
postprocessing
formular before if you want them to be calculated automatically or to
disable the automatic calculation.
Formulas, Postprocess and Lighting:
Brings up the specific formulars for making changes.
Rightclick on these buttons to choose from the sticky options.
Note: The image size is limited because a 32 bit program can use only
about
2 to 3 GB of memory, dependend on the operating system and its
settings.
Some postprocessings need also additional memory (SSAO15, DoF),
so the
absolute limit would be 100 megapixel, but to use postprocessings and
not run into any trouble, i suggest to go no much higher than 50 MPixel.
For huge renderings the new 'Big renders' tool is available in the
'Utilities' tab on the top-left corner of the program.

Back to the menu

3D NAVIGATOR

This feature is useful for an intuitive navigation through the fractal, like
in
first person games.

First started, it uses the actual settings from the main program, later on
you
can use the 'Parameter' button to insert all main settings or 'Formula' to
insert only the actual formula settings.
You can also change only the light by choosing one of the user defined
lightings
'1' to '3' or press 'Light' to insert the current light settings. Anyways, the
navigator uses a simpler lighting, so the actual light in the navigator
image
differs from the main programs image.
In the navi the actual zoom is calculated from the local DE value, this is
the
reason why sometimes the object will appear more tiny when stepping
forward,
because the local DE became smaller while passing a nearby structure
and the
programs nearplane (not a pointlike camera) becomes smaller.
If you use the keyboard to navigate, all movings can be performed with
the left
hand and all rotations with the right hand. Use the keys that are shown
beside
the belonging buttons.
Additional navigating with the mouse is possible in two modes:
you can move towards the object and back with the mousewheel, if you
place the
cursor over a part of the image, you also change to this direction when
stepping
forwards.
The second mode is activated by leftclicking on the image, leftclick
again or
press the Escape button to turn back from this mode.
In this mode the view direction is changed by moving the mouse, if you
hold the
right mousebutton down while moving, a rolling is performed instead.
The mousewheel option depends of whether the option 'Fixed zoom and
steps' is
set. If so, then you can change the zoom-factor, else you step forward
or back
like in the other mode.
You can rightclick in the navigator image to choose the option for
changing to
the second mode: by single or double click.
Click the button on the lower right side to open the option panel for
specifying
step sizes, rotating angles and some other options.
Popup hints should appear when the mouse cursor is over the edit
fields.
Fixed zoom and steps (F6):
To disable the automatic zoom changing, what leeds also to stepping

through
the bulb.
Note: Do not start the navigator or insert parameters, when inside a
bulb.
Or you could try to enable the 'fixed zoom and steps' option first.
Hint: If the view disappears because of local low DE values, look at the
zoom
value and step towards decreasing values, and/or increase the far plane
value.
Until version 1.7.0 you got some more key shortcuts, please look at the
extended option panel for the F-keys options.
Use the 'fixed zoom and steps' option for navigating if you are in an
'inside rendering'.
The right adjusting panel is accessible by clicking on the arrow button
on
the bottom right side. Adjustments should be intuitive to handle.
Beside the usage of sliders, you can also click on the values directly
and
input a new value.
Use the 'show coords' checkbox to get the orientation of the current
coordinate system in the middle of the navi image.
This is useful for getting the right cutting plane for example.

Back to the menu

FORMULA TAB

Here you can specify the formulas you want to calculate, in case only a
few
are available, you have to set the formula directory in the 'Ini' tab of the
main window.
Choose a formula and calculate the 3D version to see the differences.
Formulas that have a '_' (underline) character in front its name are only
useful in alternating hybrids, they are not intended for standalone use.
The formulas have often additional option values that can be changed
too.

Please tryout.
You can choose several formulas that are calculated behind each other
to give an
alternating hybrid. Each formula is repeated n times by the option value
that is
given with 'iteration count'.
Set 'iteration count' to zero to deactivate the formula or select an empty
field
in the formula selecting menus to remove it.
Repeat from here:
When choosing several formulas that are calculated in a row, this
option
specifies where the next iteration starts after finishing the last formula in
the tabs. So you can make one or more iterations with the first
formula(s),
that is(are) never used again.
R bailout:
This gives the bailout value that indicates if the point belongs to the
mandelset (after n iterations) or not (when R becomes greater than R
stop).
To low values results in artifacts.
Minimum and maximum iteration counts:
The formula is repeated at least the minimum iteration count and then
iterated further until R becomes greater than the bailout value, or the
maximum iteration count is reached.
Inside rendering:
To show the inside of bulbs, this option is slow especially for larger
images. The stepsizes are very small and at full iteration count, reduce
the maximum iteration value to a value not very bigger than the
average
iteration count in the statistic tab to gain calculation speed.
The 'raystep multiplier' affects also the stepsizes and so the calculation
speed.
Note: Use the 'fixed zoom and steps' option in the extended navigator
panel.
3D: Formulas that have not a special analytically DE method, using the
4 point DE method.
3Da: Formulas with an analytic DE based on an additional value
(currently
the w variable, what can cause some interferences with 4d
formulas).
Calculation is commonly faster then the non analytically ones.
4D: Same as 3D but using also the w variable.
4Da: Like 3Da, but using another variable for the analytic calculation.
Adds: Formulas that are not intended for standalone usage.
Notes:
You can mix all formulas, but some combination may lead to

unsatisfying results. This is because the needed DE function can not


be obtained always. Mixing analytic formulas with nonanalytic ones
results in a nonanalytic calculation.
Older formulas included in previous versions of Mandelbub 3D might not
work with version 1.5 or later versions and vice versa.
The actual program loads only the working ones.
Mistrust formulas that were not included in the archiv, because they
are containing pure machine code what causes risks.
'Interpolate' hybrid:
In this function two formulas can be interpolated. Both formulas are
calculated for each iteration and the results are averaged with the given
weights that can be a floating point value.
'DEcombinate' hybrid:
Here you can combine two formulas, in the 'min' option (shown in the
first
formula tab) the formulas are both complete, 'max' excludes both
formulas,
meaning that the combined object is only where both formulas were
present.
The 'Inv max' option inverts the first formula and combines both
'maximum'.
This can be used for cutting out the first shape (dIFS preferred) from
the
second formula (F2 to F6).
'Min lin' and 'Min nlin' are like 'min' but got an overlap function between
both formulas.
'Mix1' and 'Mix2' are performing the begining formula(s) and afterwards
the
second formula(s) are performes on the altered Z vector. The second
formula
is recommended to be a dIFS one.
'Mix1' is using F1 as beginning formula whereas 'Mix2' is using F2-F6 to
start with.
You can vote formulas by rightclicking on them in the dropdown menus,
this
might help to find your formulas faster.
By typing in directly into the formulas name edit field, a list of formulas
fitting to the actual letters, are shown to choose from.
Rightclicking on the formula header tabs (F1..F6) will bring up a menu
for
moving and copying formulas or values.

Back to the menu

OPTION TABS

CALCULATION:

(All of the changes to these values have only an effect when


recalculating
the 3D bulb or a selection.)
DE stop:
This value indicates a stop condition for the search of the mandelset.
When
the DE (Distance Estimation) function estimates a value lower than
DEstop,
and the iteration count is higher than the minimum iterations value, the
program assumes that the set was found.
The value for the DE is related to the width of a pixel, so a DEstop value
of 1 will stop about one pixels before the set (this may vary little by
the formula used, because the DE is not optimized yet for every
formula).
A lower value will show more details, as long as the maximum iteration
count does not limit the details by giving an earlier stop condition.
Vary DEstop on FOV:
By default enabled, gives it the DEstop a higher value in far areas to get
a faster and more aliasing free rendering.
Raystep multiplier: (was: DE accuracy)
This value scales the stepwidth in the search for the mandelset.
Lower values are giving more precision to find finer details at the cost of
rendering speed. To high values (bigger than 0.6) can lead to heavy
overstepping.
Stepwidth limiter:
If decreasing the Raystep multiplier to 0.1 and still overstepping occurs,
lower this value also to 0.1 or less.
Stepcount for Binary Search:
Calculates n more steps after the stop condition, to stear the location
on the ray to an exact position. This is essential for calculating good
normals or in case of Iteration Count Limiting to set the points all to
the same (smoothed) Count.
Smooth Normals:
A value greater than zero calculates the normals from the mean of
several

points and generates a kind of roughness value for a better anti aliasing.
This is useful when the coloring looks noisy in high detailed areas.
A value of 2 is mostly enough, higher values are not leading to much
changes.
Normals on DE:
If activated, the normals will be calculated from distance estimates.
This is a good option for bulbs, as long as no artifacts occur, try out.
On formulas and hybrids that uses own DE methods, the normals are
always
calculated from the DE's.
First step random:
This option multiplies the first raymarching step by a random number
to give overstepping artifacts a random character and it can also reduce
banding artifacts in the dynamic fog for example.
Raystep sub DEstop:
Subtracts an amount from the DEstop from the next raystep to avoid
overstepping with higher DEstop values. I recommend this with DEstop
values of about 2 and higher, but also on lower values this can be
helpful with dIFS.
'M' button:
You can change the parameters for the presets ('preview', 'video', 'mid',
'high'). When clicked, hit one of the preset buttons to save the current
values in the calculation tab plus the values for the image width and the
image scale. The image height is calculated automatically to preserve
the
aspect ratio. If you clicked by accident, click again to cancel.

Back to the menu

COLORING:

Mode for 2. color choice:


Orbit trap:
Based on the minimum distance to 0 while iterating.
Works also with pure IFS.
Last length increase:
Is the last increment factor of the 3d vector length multiplied by the
'Lli multiplier'. If the color histogram between the object color start
and end sliders is on the left side you can increase this value.
Rout angles:
Computes the arctan2 function of the components on bailout.
Might be options on the Amazing box, check out on preview bulbs.
Color map on input vec:
Calculates x and y coordinates out of the actual position (x,y,z) for

an object map. It overrides the standard color method on smoothed


iterations!
Map on output vector:
Calculates x and y coordinates out of the iterated output vec (x,y,z)
for an object map. It overrides also the standard color method.
The selected mode is computed in the main rendering and afterwards
available
as second coloring option in the Lighting->'Object colors' panel.
Changes takes only effect on a new rendering.
The dynamic fog on iteration option will add fog/glow only if the ray goes
through this iteration level (on bailout in escapetime or on minimum
distance
in dIFS formulas). A zero value disables this option and the d.fog is
calculated on the amount of raysteps until the object reached.
Volumetric light:
By clicking the 'Dyn. fog on it:' button you can choose the volumetric
light option. Insert the light number on which this effect should be
calculated.
The resolution of the light map can be tuned by the up/down buttons in
20
percent steps.
Avoid a to large 'Zend' value in combination with a global volumetric
light,
because this needs very large maps to cover the whole scene, resulting
in
a low map resolution.
This would be very obvious in animations, when the light effect flickers.
After calculation you can use the same control as for the dynamic fog
option in the lighting panel. Rightclick on the 'Dyn.fog' button to insert
the color from the choosen volumetric light.

Back to the menu

INTERNAL:

Threadcount in Calculations:
This value is set on program startup automatically, according to the
number of processor cores in the computer. If the program is too
fast ;-) or you need extra power for other programs, set it to a lower
value. Choosing more threads than you have cores, normally does not
increase the calculation speed, but can have a bad effect on stability,
so this should be avoided.

You can disable the automatic detection by unchecking the


'Autodetect on start' option. The program then will start with the user
adjusted amount of threads for calculations.
Thread Priority:
Changing to lower values gives other programs more calculation time.
Setting to Idle causes the program to calculate only on free cpu time.
Check 'Keep this priority' to save it in the ini and to not alter it by
loading parameters or on program restart.

CUTTING:

Enable clipping planes for 3D calculation by clicking on the right option


boxes. Change the values to shift the plane in that dimension or take
the
values direct from the image by clicking on the specific button and afterwards on the rendered object in the main image.
The side that points towards the viewer will be automatically cutted of.
Caution: Transparency is currently not working well with cuttings!

Back to the menu

JULIA MODE:

In this mode, the vector (C) that is added to x,y,z (and w in 4d formulas),
is kept the same and only the start parameters are changed.
Formulas like IFS are not affected by C, and won't differ in julia mode.
The shapes at the position from where the julia values are taken, will be
found in the julia version as common shape.

INFOS:

Author names might be shown here:


Click on the 'Author:' button to specify your Author name, up to 16
characters long.
Use 'insert' to insert your name in the mod field or in the orig field
if empty.
In case the 'Orig' field is not empty at file loading, it is disabled

for changing.
Basic information to show:
- Average DE steps
- Average iterations
- Maximal iterations
- Main calculation time
- Hard shadow calculation time
- Reflections + transparency calculation time

Back to the menu

CAMERA:

To choose the field of view and the lense type.


The rectilinear lense is keeping lines straight, but is not very useful for
very high FOV's.
The panoramic camera archives a fullsphere view usable also for
background
images. 360 degrees horizontal and 180 degrees vetrtical.

STEREO:

Use real world values as parameters for calculating specific images:


A 'very left from midpos' image will use a common calculated image
as 'righteye' image. So you would only have to calculate one
additional image, but the outcome might be not optimal.
The 'left eye image' and the 'right eye image' calculations will
make a more balanced pair of images.

Back to the menu

POSTPROCESSING

Clicking on the 'Postprocess' button brings up this options formular.


Recalculate a Selection:
If you enable this function and make a selection with the mouse in the
image, you can recalculate this selection with different parameters or
the same for some reasons: reduce overstepping artifacts in some parts
of the image, or to preview some settings before you start rendering.
In case of reducing artifacts afterwards, there are several options to
choose from. If you are using a lot of dynamic fog in the image, the
only good choice is to keep all parameters, just enable the 'First
step random' option in the calculation tab plus the 'Keep only nearer
parts' and recalculate until the result looks ok.
If the dynamic fog is not that important, use a 'Raystep divisor' value
of 2 or higher to reduce overstepping a lot.
Note: Enable the automatic processing of the hard and ambient
shadows
so that they will be also calculated, but Only the DEAO ambient
shadow can be calculated automatically!
If you are using a different one, you have to recalculate the
ambient shadow for the whole image afterwards!
Normals on Z-Buffer:
You can try this function if the surface normals of the object seems to
be wrong (noisy or very flat look).
Warning: Save the rendering first as m3i file, because you have to
rerender all to make this function undo!
Hard Shadows:
Calculate the shadows from the light sources on the object. Choose
only
the lights you want to calculate or recalculate the shadow, for example
if the position or the angle of the light was changed.
The 'Max length calculation' value is a factor for the default length
up to the hard shadow will be calculated. If shadows of distant objects
are missing, try to increase the value and recalculate that shadow.
If you calculate only one shadow, you can choose now an option for a
more smooth shadow, that would be also nicer in animations because it
fades softer in and out too. It relies on the DE, so it might not work
in inside renderings or with formula combinations leading to bad DE's.
Ambient Shadows:
This an automatically (by default) calculated shadow, and the result is
obviously.
The Z/R threshold limits the influence of strong depth changes, as in
disconnected fore and background parts.
The option 'Threshold to 0' lets the threshold decrease the shadow
down
to 0, so far parts are not affected by nearby parts. But this option
can lead to stripes on parts inbetween.
Use the 24 bit functions if banding or blocking artifacts are visible.
The 'r' function reduces blockings further more by randomizing the
sample positions. Some noise can be visible, this is not solved in the

current version yet.


The DEAO method does not relay on the Z Buffer and is therefore also
very good for video animations.
The dithering options must be choosen for the correct output scale of
the image, else you get dithering artifacts. This function reduces
spotty artifacts by varying the ray angles.
The FSR (first step random) option reduces them too, but can introduce
some random noise. Less noise On higher raycounts and downscales.
Back to the menu
Reflections + Transparency:
Calculate direct reflections on the surface of the objects. The amount
depends on the brightness of the specular colors, multiplied by the
'Amount' value. To high Spec values can lead to amplified light on the
surface, so choose wisely.
The 'Depth' value determines how many reflections should be
calculated
at maximum. So if you want to see a reflection on a already relfected
object, you have to choose a value of 2.
You can render a rectangular selection in the image for a fast preview:
Enable the corresponding option at the bottom, make a selection on the
image with the mouse and press 'Calculate now' to render the selection.
Tips: A mirror would be made of white specular color, black diffuse
color, and a 'Spec' value of 1 (in the reflection settings).
Use also background images with reflections.
Enable 'Calculate H.S. automatically' and 'Calculate A.S automatically' if the shadows should also be calculated in the
reflections.
Choose 'Calculate transparency' to calculate also inside going rays.
Because inside rendering on escapetime fractals is slow, you can
enable this only for dIFS formulas by checking 'Only dIFS'.
The amount of transparency depends on the object transparent color
and
the 'Gain' value, that should be 1 if you want full transparency.
The transparency affects also the specular amount, the total light is
split into refraction and reflection dependend on the incident light
angle.
Use white specular color with white (255) transparent color to get a
full transparent object. Lowering the specular amount would be like
an antirelfex coating for the surface.
The diffuse color affects the absorption and the light scattering
inside the material, both parameters are multiplied by the according
'Absorption' and 'Light scattering' values.
'Refraction index' specifies the material index, air is 1 (no change
of light angle), water ~1.33, glass ~1.5 and diamond ~2.4.
Because for every 'Depth' of calculation, the ray is split into
reflective part and refractive part, the amount of calculated rays is
growing exponential with each depth. So it can be very time consuming.
Depth of Field:

The blurring from the optic can be simulated. Choose the distance from
the beholder that should be sharp by clicking on the 'Get Z from image'
button and afterwards on the specific object detail in the image.
'ClipRadius' is limiting the maximal radius when calculation.
'Aperture' specifies the blur change at the Zsharp point. It is not
the aperture of the camera. You can multiply the value by a freely
choosen distance from the camera to the Zsharp point and divide it
by the cameras lense focal length to get the cameras aperture.
For example: if you would like to have a camera aperture of 1:4 with
a focal length of 100mm and the Zsharp point should be 1m in front
of the camera, the 'Aperture' value must be 1/4 * 100 / 1000 = 0.025.
The DoF function is also not stored in the main buffer, so all light
changes will reset this calculation.
Note: Because of the new 'Reflections' function, the effect will not be
automatically reset on a new calculation. You can reset it by
pressing the 'Reset now' button beside the 'Caution-message',
else the effect accumulates on each calculation.

Please look also at the popups that appear when the mouse is over the
edit
fields or buttons!

Back to the menu

LIGHTING

The lighting is mainly based on the Phong Shading model, so please


refer on
this for more details on ambient, diffuse and specular light.
Or just try it out.
So these settings should be very self explaining by the given result.
Only if you calculate reflections and/or DoF never change the lighting
because this would reset the calculations!
You can see the object colors (indizes) histograms between the color
adjustment sliders that are used for fitting the colors to the object.
Press 'fine' to expand the range according to the present slider settings.
Color on 2nd choice:
An additional coloring option that was calculated with the choosen
option in the 'Coloring' tab (version 1.6.8 and later).

If 'Col.on2ndC.' is not choosen, the colors are based on smooth


iterations.
Use a map for the diffuse color:
You can use maps for the diffuse object colors.
The map position is derived from smooth iterations and the calculated
2nd color choice.
Specular and transparent colors are still derived from the non-map
option, you can uncheck the option to adjust them and re-check to get
the
map option again.
Same for the 'Combine map Y with the diffuse colors' option, adjust the
diffuse colors seperate.
Far Fog:
Squares the distance for calculating the depth fog effect, leading in less
fog in mid parts of the image.
The presets at the bottom of the window are changing the light and
object
colors, and the intensity + function of the light, but no further settings.
Press 'M' and a custom preset button to store the actual setting.
All lighting adjustments can be loaded and saved as '*.m3l' files. They
contain compressed data and are not editable with a text editor.
You can create also additional maps, put them in the same folder as the
other ones, that is declared as 'Images for maps'. They have to be in
Jpeg,
Bmp or Png format and the filename must start by the number under
that it
will be available.
New in version 1.8 is rightclick on 'Depth' color button to bring up a
menu to choose from all the preset background colors.
You can scale the intensity of all lights including light maps and the
background image now.
Also a downscaled background image can be used for the ambient
coloring,
what might add some realism. This is intended for a spherical usage of
the background image.
If you use a background image, make sure the filename is not longer
than
24 letters and the file is stored in the location of background images
(use the 'Ini' option to specify it), the folder for maps or the pics
saving folder.
And as always: Look also at popups for short explanations on Editfields,
buttons or sliders.

Back to the menu

Drawing on the image

To change directly the colors on the calculated image, you have to


popup the color
adjustment panel by clicking on the spec or diffuse color buttons on the
lighting tab.
Check the 'Paint on image' option and choose a color by clicking inside
the
big color bar.
Now you can paint in the main windows image, change the size of the
pen by mousewheel
and the shape by rightclick on the shape.
If there is no change in the image, the sliders for the diffuse color might
be outside
the color range and you must set them more to the inside. Or try a color
on another position.
The color changes are stored in a m3i file, but recalculations will reset
them.
So you can also undo drawings by recalculating a selection in the
postprocessing tab.
Check the 'Dont change the AmbShados' option before, so you need
not to
recalculate the ambient shadows.
The drawings don't show up in reflections and not at all in the M.C.
renderer.

Back to the menu

SAVING AND LOADING

The '*.m3i' files are including all calculated values from the image, also
the parameter and light settings. The reflections and the DoF effect will
also be stored if 'Img' is checked.
It is always stored with fullsize, no matter of the current view-scaling.
Animation, Voxelstack and Big-renders have own savings of their
special

parameters, they are not stored in a m3i file.


The '*.m3p' files are the parameters only, which include also the light
adjustments. They contain compressed data and are not editable with a
text
editor.
Hints: The program generates a directory 'Mandelbulb3D' in the user's
Local
application data (AppData) folder, where some user defined presets
are stored in, like the lighting presets.
Save the current parameter as 'default.m3p' in the programs folder or
in the initial parameters folder to load these settings on program
startup automatically.
You can save and load the parameters also as text to and from the
clipboard:
Loading: Mark the text and press 'Ctrl + C' to copy it to the clipboard.
Then press the loading button 'TXT'.
Saving: Press the saving button 'TXT' and insert it with 'Ctrl + V'
somewhere.
Since version 1.8 you can also drag&drop textfiles or Png files with
included
parameters directly onto the programs main window to load them.
When saving a downscaled image in the BMP, PNG or JPEG file
format, a good
antialiasing filter is performed before to give a better result
(for downscales of 1:2 and 1:3 only).
Note that images are stored downscaled, like the current view.
You can declare the JPEGs quality in the edit field, or, with a value
greater
than 100, you can specify the maximum filesize in kilobyte. The
maximum
quality is then calculated automatically.
The '*.m3f' files are the formula files. They are in a readable and
editable
text file format, but the formula itself is in machine code.
And '*.m3a' files hold the animation settings. They contain compressed
data
and are not editable with a text editor.
On program shutdown, the last parameters are copied to the clipboard
in
textformat. So you can load them again immediately, if you forgot to
save
them, for example.
A 'History' folder is also made in the programs directory, parameters will

be
automatically stored in here.

Back to the menu

ANIMATION MAKER

I hope that most functions are self explaining, some hints are popping
up when
the cursor is over a button or an edit field.
The base function is to insert key frames from the actual parameters of
the main
programs window or from the navigator.
The images inbetween are calculated from the interpolated values. Here
you can
define a smoothing factor for each keyframe, 0 leads to a linear
interpolation
to and from this keyframe, higher values gives a rounded, bezier like
interpolation. In the newer program versions you can only choose
between linear
and bezier interpolation.
So with bezier, the original keyframe parameters must not be reached in
all
cases, instead the midpoint between two keyframes are passed over.
To still
start with the first keyframe, duplicate the first KF (insert it towards the
first and second KF) and set the first subframecount to zero. Same with
ending
on the last keyframe, setting the last KF's subframecount to zero.
With the preview you can get a good impression of the flight path, so
check this
before starting the main rendering.
If you want to change specific values of a single keyframe, insert the
parameters of the keyframe to the main program with the button above
the
keyframe, then change the parameters and insert them again with the
button
below the keyframe to it.
Mostly all values, including lighting can be changed and will be
interpolated.
The 'Start with index:' value is helpful, when a previous animation
rendering

was stopped. The rendering starts with this image index, so look what
the
last image index was. The 'File index:' values have to be left as they
were.
Hint: The length of the Output Folder name should not exceed 255
characters,
any more than that will not be saved in the '.m3a' file.

Back to the menu

BIG RENDERS

Create a huge rendering by calculating tiles. The tiles are saved as


images
in an automatically created subfolder of the saved project file.
You have to stick all tiles together with a seperate program of your
choice,
M3D does not have this function yet included!
The functions should be mostly selfexplaining, please look at the bubble
popups for more helps.

M.C. RENDERER

This is a more realistic renderer but it may take up to 100 times longer
to
render the same image as by default!
Some hints on speeding up calculations in the default rendering as
preview:
- Render in 1:1 view, a special antialiasing is usually not needed
- Increase the raystep multiplier until the first oversteppings occur and
lower it only slightly. Little oversteppings are not that visible later
- Hard shadows will always be calculated, switch off all lights that would
give no big light amount or lies outside a room, use positional lights
to light a room inside. The only way to switch off the HS calc would be
to decrease the max length calcuation to 0.
- When using dIFS make sure the maximum iterations value is as low as
possible because it is aways calculated up to the maximum value.
- The ambient and reflects rays depth values influences rendering

speed
of course, to low values affects the realism.
To change parameters you can use the 'Send parameter to main'
button, modify
settings there and 'Import parameter' back then.
The parameter will also be changed when sending, so the output of the
main renderer
comes closer to the MC result.
Use 'MaxL' in the postprocess DEAO settings to change the maximum
calculated ambient
ray length, same for 'max length calc' of hard shadows in its tab.
You can always stop the calculations and start again for continuing
rendering.
Gamma, contrast and soft clipping can be changed at all time.
To use the automatic file storing option, you first have to save the M3C
file.
The dynamic fog can easily destroy realism, for example when light is
subtracted.
An intern gamma of 2 ('I2' in the lighting tab) is also recommended.
Not all caustics are implemented because it would take to much time to
render. Light behind transparent objects is not accurate for example.
WARNING:
This renderer shares maps with the main renderer, if you are using
maps for lights, diffuse color, background and/or calcuations, i
recommend to not touch the main renderer or you could loose maps
and the MC renderer would produce crap!

Back to the menu

CAUTION!!

The usage of the program is at own risk, I cannot give warranties of any
kind.
There are no restrictions in the useage of the program, but feel free to
give

a donation to fractalforums.com to keep the servers running!


The calculations are using by default all processor cores leading in a
100%
CPU usage. Make sure the computer cooling system works well and be
aware of
a higher electricity bill.
Because of newer functions there might always be changes in the
displaying and
calculation of older parameter or m3i files. Have this in mind if you want
to
continue animations, big renderings or mc-renderings.

CHANGE LOG

What is new in version 1.8.9:


- Volumetric light option.
- Some issues fixed.
- Changin between relative and absolute light angle for global lights
preserves the
current angle.
- Formula update, some sine approximation adds with more options.
Update 1.8.8.1:
- After parameter changes in the navigator, the zoom could be infinite
when walking.
- Added drawing on image function in the color adjustment window.
- Some minor changes.
What is new in version 1.8.8:
- Fixed issues in the navigator and lighting.
- 'Smooth' option when calculating only one hard shadow.
- New but slow monte carlo rendering method: 'M.C.' button in 'Utilities'.
- Author names can be inserted into the parameter, look in 'Infos' tab.
- Support for loading 48 bit PNG maps and background pics.
- Exchanged the png unit with the old one because of reported saving
issues.
- Preview images in the loading dialog for m3i (if images are stored in).
- Background images are also displayed in the navigator.
- Rightclick on the map-nr fields brings up an opendialog for filechoosing.
- Formula hybrid combinations with option for start nr of the second
hybrid.
- Button to adjust the object color scaling to the histogram.
- 'Color on iteration' option in the coloring tab.
- Animation preview with manual slider scrolling.

- Some minor changes.


What is new in version 1.8:
- New compiler, new look.
- Transparency option in postprocessing, amount of it in object colors.
- Stereo function is more accurate.
- New diffuse map options for object coloring.
- Saving also the internal image buffer along with M3I.
- Addition option for lighting like intensity for all lights and background
image, usage of downscaled background image for ambient color.
- Drag&drop Png files with internal parameters and textfiles with txt pars
on the main window to open the parameters.
- Added euler angles of camera rotation for editing.
- Direct value input in the navigators parameter adjust panel by clicking
on
the value.
- Sphere and Cylinder IFS formulas with inside radius.
- New formulas from Luca.
Update version 1.8.1:
- Fixed height of new category-panels with nondefault screen DPI
settings.
- SSAOr count value does only displayed '1'... fixed.
Update version 1.8.2:
- Issues with reflections fixed.
What is new in version 1.7.9:
- M3i file storing for 'big renders' tiles. No batch changing yet.
- New option to get the dynamic fog only on a certain iteration count,
available in the 'Coloring' tab in the main window.
Can also be blended instead of added, as option in the lighting panel.
- Added this and some more values in the navi for changing.
- Tryout to not allowing shut down Windows7 while rendering, could not
test.
- Some issues fixed, like loading of older animation m3a files with
formulas
that were enhanced with additional parameters.
- Animation option to interpolate a keyframe inbetween.
- Formula update, some with OTrap coloring mode for dIFS.
Caution: If you use the enhanced 'cylinderIFS' formula in older program
versions, there will be some of the last values in the formula not
loaded properly when the saved parameter file was done with the old
formula version.
Bugfix update 1.7.9.1:
- With cutplanes enabled, issues with the background could occur.
Update 1.7.9.3:
- Stereo issue on cuts in stereo mode solved.
- Dyn fog on its max count increased.
- 24 bit SSAO option border reflect value to reduce border issues.
- AO calc time included.
- History folder containing parameters automatically stored.
- 'Threadboost' can be disabled in the internal tab.
What was new in version 1.7.8:
- Further bugfixes.

- Added DEcombinate methods to mix escapetime formulas with dIFS


(see the
new example parameters containing 'mix'.
- Now the ini-file is stored in the programs folder and the formulas are
only read from the initial directory for formulas, so several programs
stored in different folders can work independent from each other.
- Formula and a few parameter update.
- Stereo calculation reworked, should give more accurate results now.
- The slowest thread in calculations gets a higher priority to match
calculation times better. If this causes trouble select 'lowest' thread
priority in the 'Internal' tab.
What was new in version 1.7.7:
- Several bug and glitch removals.
- Replaced the average DE combinate method with an inverting and
max comb.
- The animation rendering generates 'dummy' output files, so many
computers
can render on the same output directory with the 'not overwrite existing
files' option checked.
- Big renders output tiles can be 'single numbered' used by stitching
programs.
- Maps can be numbered up to 32000 instead of 255.
- Rightclick options on formula tab headers to move and copy formulas.
What was new in version 1.7.6:
- Inside plus outside rendering combined method.
- Bugfix: color artifacts on cutplanes in inside rendering and using orbit
trap coloring or diffuse lightmaps.
- DEAO works more or less with inside renderings.
- Second focus points in DoF for defining a kind of focus line.
- Spline interpolation for maps and background images.
- Sticky options for formula, lighting and postprocessing panels now
selectable by rightclicking those buttons on the main window. Less
problems with slower window updates like in wine emulator.
- Voxel output utility to render png slices.
- New dIFS formula type, only on machines with SSE2 support (is
common).
- Rightclick on 'Calculate 3D' brings up the option for automatic storing
the M3I file if done.
- Option to save the text parameters as comment in a PNG image file.
- Lighting options for diffuse color map relative to object and background
image added to depth (not blended).
- Bugfix in 24bit SSAO calculation, can change the amount of shadows
compared to older program versions!
- Added a navi side-panel for tweaking julia and formula parameters!
- Some older formulas added that i forgot to include.
- Coordinate system can be shown in the navi.
- Mid-position can be taken from the image, to rotate around it or so.
- Program size and position is remembered for next start.
What was new in version 1.7.5:
- Options for inside rendering (beta) and 'min' DEcombinate with
overlap.

- Animation options to not overwrite existing images and to only render


the left-eye images to extend an animation to stereo (note that
dependend
on how old the used program version was, color and/or light changes
are
possible).
- Get position for the cutting planes also from the image.
- Formulas updated.
Bugfix to 1.7.5.1:
- Sometimes deselecting the option 'Diffuse color map on normals' had
no
effect.
What was new in version 1.7.4:
- Bugfix: DEAO did not work with very big image sizes >= 1 Gpixels.
- Bugfix: Some filename declarations without extensions could made
problems.
- New feature of hiding and bringing up the lighting window.
- New lighting option for maps on diffuse color: rotation and using
normals.
- New option to save the image and parameters (seperately) with one
button.
- DoF effect modified so that the blur radius over distance becomes
more
realistic. Reset button for DoF effect added (will reset also reflections).
- Formula update.
Update 1.7.4.1:
- Bugfix: lighttab off/on switching resetted the lighting!
- DEAO parameter 'MaxL' (factor) to vary the length of calculated rays.
What was new in version 1.7.3:
- New option 'Big renders', using tiling to get huge renders.
- Maps for diffuse light and object diffuse coloring.
- Overstepping decreased somewhat.
- Changes to lightamount with intern gamma 2 'I2' lighting option and
due
to different roughness calculation. USE ONLY SAME PROGRAM
VERSIONS TO
CONTINUE ANIMATIONS! And avoid formula updates that might
change involved
formulas!
- Some minor changes as coloring options for object maps, animation
files
with projectname prefix, navi rightclick on window brings up a menu to
choose the 2nd mode starting option, SSAOr made faster, formula
voting,
hiding and direct name input option.
BugFix 1.7.3.1:
- Endless big rendering when the projectname contains dots.
What was new in version 1.7.0:
- New postprocessing option 'Reflections'.
- Some issues with positional lights solved plus some options added.
Positioning with high FOVy values is still tricky.

- Issue with hard shadows solved.


- New option 'FSR' (first step random) for DEAO to further reduce spotty
artifacts.
- 'Normals on ZBuf' improved for FOV and automatic mode available.
- The dynamic fog is now nearly unaffected by a low 'Stepwidth limiter'
value.
- New navi viewing mode, the viewdirection is directly changed by
moving
the mouse.
- Quality presets saves also the 'Stepwidth limiter'.
- Formulas and sample parameters update.
Update to 1.7.1:
- 'Normals on ZBuf' now precise.
- Image scaling down to 1:10
- 'Recalculate a selection' issue solved, when 'calced blocky' before.
Update to 1.7.2:
- Removed an issue with lights in stereo rendering (bug was new in
1.7.0).
- Fixed some minor issues, hard shadows maybe less noisy on critical
parameters.
- DEcombinate hybrid with an analytical and a non-analytical formula
faster.
(slight color changes can occur hereby)
What was new in version 1.6.9.7:
- Solved some navigator issues, scaling of zoom when option 'fixed
zoom
and steps' is turned on.
- Dithering option for the DEAO ambient shadow function to get less
spot
artifacts with an image scaling of 1:2 and 1:3.
- Lighting option 'I2' to compute the intern light summings with respect
for a gamma of 2.
- Formulas that changes the 'C' constant are now working in julia mode.
- Hard shadow corrected for DEstop variation with Z distance.
- Julia values can be received by clicking on the image.
- Formulas updated.
What was new in version 1.6.9.6:
- New hybrid type 'DEcombinate' to combine formula 1 with an
alternating
hybrid of formulas 2 to 6.
- Option to disable the analytical distance estimation.
- 2nd dyn. fog color and issue with navi and _ptree_tess formula solved.
- Formulas updated.
What was new in version 1.6.9.5:
- Some changes in the navi like presets for light and option to disable
the
f-key.
- Postprocessing function to calculate the normals on the z-buffer (beta).
The FOV is not taken into account yet.
- New parameter in the hard shadow calculation to determine the
maximum

length of calculation.
- Reset button in the formula tab and more space for formula selection.
- Added formulas, plenty from Luca.
What was new in version 1.6.9:
- New parameter 'Stepwidth limiter' for reducing overstepping in worth
cases.
- Option to calculate a 'left-eye' image for stereo rendering, also in
animation rendering.
- Farplane in the navigator is set on parameters load, that's why 'Zend'
is
now bigger on program startup.
- New formulas 'CondItcountR' and 'Beth641'.
- Color range on negative scaled boxes changed to be more stable on
zooms.
- Current parameters are stored to clipboard on program end, so if
closed on
fault you can restore the parameters with the 'Open TXT' button.
- Some minor issues solved.
What was new in version 1.6.8:
- Increased formula options for supporting 4d analytic formulas.
- New formulas added, including the Amazing Box in 4d, a 4d rotation
and
a MengerIFS that harmonizes with other formulas in hybrids.
- An option to calculate a fast 8x8 blocky image ('Calc-' button).
- Some changes in the lighting: gamma range from 0.5 to 2, option for
the
background light curve, background image can be used also
nonspherical.
- More 2nd coloring options beside 'orbit trap', must be selected before
the
main calculation.
- Quick load of full light parameters plus option to not change the lights.
- Option for showing informations about selected formulas, if available.
- Sharpen parameter for downscaled output images.
What was new in version 1.6.7:
- Raymarching modified to speedup far distance stepping. The optimal
Raystep
multiplier for each formula can change in comparison to previous
program
versions. Please try out until the point where no overstepping occurs is
found.
- The DEAO ambient shadow function was modified and has 4 raycount
options.
- New calculation option 'First step random' to make overstepping and
some
banding artifacts more random and less obvious.
- Navigator option 'HiQual' to reduce overstepping artifacts.
- Solved a bug in the Navigator walking options, reduces wild stepping
inside.
- Tried to decrease the color shifting while zooming in the object, though
changing the maximum iteration count will still shift the colors.

Because of this change, the colors are calculated different when loading
older version parameters!
- The minimum and maximum iteration counts moved to the formula tab,
if
someone is missing them.
- Solved some issues with positional lights in combination with depth
color,
and with backward light visibility.
- 'Recalculate a selection' option in the post processings, so you may
reduce
some overstepping artifacts later on, or to test some parameters on
certain
image parts to get good settings.
- New extern formula 'TrafasselQuat' for some interesting quaternion
varis.
- Post processing option to calculate only a part of the image.
What was new in version 1.6.6:
- Bugfix of sudden animation rendering stopping when frames are equal.
- Hard shadow calculation faster because of issue with raystep
multiplier.
- New ambient shadow method based on distance estimates.
- New camera option rectilinear lense for straight lines.
- Benesi's formulas added for power bulb versions.
What was new in version 1.6.5:
- Removed issue of 'jittering' artifact at high zooms in animations.
- Possibility to save the Z buffer as BMP or PNG image. (beta)
- Addon for the light adjustments to scale the '2nd reflection' strength.
- A possible speed increment relative to the previous version.
What was new in version 1.6.4:
- Undo/Redo also for the light settings.
- Visible positional lights.
- Animation output also as PNG or JPG file format.
- Some minor issues fixed.
- New extern formula added, based on Tglads mandbox with variable
scale.
(Hint: Use small values for 'Scale vary' like +/- 0.02)
- 1.6.4.1 version fixes a bug with white pixels when smooth normals is
on.
What was new in version 1.6.3:
- Batch rendering of M3P parameter to M3I files.
- Ambient shadow calculation improved to reduce banding plus an
additional AO
function with 24 bit Z buffer usage and less memory comsumption on
demand
(still not final version).
- Basic PNG file support.
- Hard shadows are calculated to a longer maximum length, speed
improvements.
- Issue solved with TXT load from clipboard with more than 3 or 4
formulas.

- A more general UNDO that stores complete parameter when starting a


new calc.
- Usage of mousewheel in the navigator for zooming (stepping for/backward)
to mouse position in image.
- The storing folder for the M3i lighting parameters can now also be
specified
by clicking the 'INI DIRS' button.
- Corrected weights in the sorted DoF calculation function.
What was new in version 1.6.2:
- Fixed issues, mainly in the animation maker.
- The animation rendering can be paused.
What was new in version 1.6:
- Interpolated hybrid option.
- Positional lights.
- Hard shadow calculation for all lights.
- Dynamic Fog effect.
- More object coloring options.
- Many minor changes and bugfixes, improved lighting model.
- Background image support.
What was new in version 1.5:
- General alternating hybrid for all formulas.
- 3D navigator and bulb rotating options.
- Some changes in the bulb coloring and added options.
- The animation preview can be saved as animated GIF.
What was new in version 1.42:
- Fixed several minor issues.
- Bezier interpolation of animation subframes improved.
- Old-parameter parser now also for the 'TXT' in-/output format.
- Little improvement of the phong shading, still not perfect.
- One custom (extern) formula can be used in the alternating hybrid.
- Several asm optimations.
- Initial directories for saving and loading can be specified.
- Corrected lighting on cutting planes.
What was new in version 1.4:
- The Animation maker replaces the old, limited animation feature.
- Fast DE method for the amazing box formula.
- Some additional presets for color and quality.
- Additonal parameters in the calculation tab.
- Little changes to the Z-Buffer that influences the ambient shadow.
- z/r parameter for ambient shadow.
- A function for calculating 'missing pixels' due to overstepping,
after rendering (mouse cursor based).
What was new in version 1.3:
- Color cycling option.
- New folding hybrid formula.
- Slightly changed frequency response in the AA filter.
- Hard shadow gradient up to 100%.

- Offset option for the background shadow.


What was new in version 1.2.2:
- Bug fixes in the animation mode.
- New hybrid type of formula.
- Speed improvements, especially for the 'Amazing Box' (was: 'Super
Cubes')
with SSE2 (if available on computer).
What was new in version 1.2:
- Image downscaling, image saving as JPEG, antialiasing filter when
saving downscaled images.
- Saving and loading parameter as text to and from clipboard.
- Julia mode.
- All integer powers from 2 to 8 are coded faster.
- 'Bulbox' hybrid formula.
- Three presets to choose from, influencing the accuracy, image width
and scale.
- The DEstop value can be choosen freely.
- Up to 4 lights with color option, saving and loading with preset buttons.
- Little histograms between the object-color sliders.
- Bug fixed that prevented the calculation of higher zoomings, now zoom
factors of up to 1e13 should be possible.
- Throwing parameter or M3I files to the opened program will load them.
What was new in version 1.1:
- New options in 'bad math' and in 'supercubes' (was: cathedral)
formulas.
- DEstop for supercubes is better scaled, instead of 15 now use 3 for
example.
- Shadow based on DEcount is shown in the Lighting window and has
better options.
- 3D cutting and seperate color adjustment for the interior of the bulb.
- A BMP can be used for the Diffuse color on the normals.
- Parameter or M3I is loaded on startup, when throwing a file on the
program icon.
- Filenames for saving are set according to loaded files.
- Some functions should be faster, so the supercubes.
- A better memory manager is used, good for very big renderings. (Be
aware
that 1 pixel needs up to 32 Bytes memory consumption!)
- The 3 buttons for mouse zooming+shifting can be disabled (click on
the
pushed button to bring all up) so that no image-click can happen by
accident after 3D calculation.
- Changes to the edit fields now also have an effect when calculating 2D
slices.

Back to the menu

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