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Mercury monster by thargor6
Mercury monster
JWildfire 3.0 HDR render, tonemapped with PS
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It has been a while since the last release, but sometimes things just need time 🙂
I can’t remember exactly, but I think we had in the end 6 ALPHA versions and 9 BETA versions to finally finish
what is now simply called “JWildfire 3.0“.

I know, most people never read notes, and I hope I will still have your attention. In short:
new version = 3d rendering + new UI + experimental GPU rendering + Mac OS X support + endless list of changes

endless list of changes = integrated in the UI, so no need to read too much at once, it will be still there
when you start the app the next time 😀

The complete list of changes is tremendous, I will post only a little excerpt:
3D SOLID RENDERING
– completely new 3d (solid) rendering mode for flame fractals, featuring
– ambient shadows
– distant light-sources
– specular lighting, several diffuse-response functions
– reflection-mapping
– hard and soft shadows
– z-buffer-output

– new “obj_mesh_wf” and “obj_mesh_primitive_wf”-variations to allow you to integrate
meshes as shapes into your fractals. While “obj_mesh_wf” allows you to load arbitrary
meshes (e .g. found in the web, there are tons of free meshes out there), you may
use “obj_mesh_primitive_wf” to use numerous predifined presets
– both variations support:
– uv-colormaps
– uv-displacement-maps
– geometry-smoothing (using the Taubin-smooth-algorithm)

– new “yplot2d_wf”-, “yplot3d_wf”- and “parplot2d_wf”-variations to generate geometry
by plotting arbitrary mathematical functions (e.g. “sin(x*x+z*z)”)
– all of those variations contain many very cool presets, e.g. there are 35 presets
included in the “parplot2d_wf”-variaton, just slide through them by changing the
“preset_id”

– new “plane_wf”-variation for easy creation of a textured plane
– script-generator (which creates scripts from a flame) also creates solid-attributes
for solid flames

– support for invisible objects which can receive shadows. This way you can let
fractals cast real-looking shadows on objects inside a background-image, inspired
by Oak Fractal Sandbox by David Byrd (www.davidbyrd.io/)
– this options is supported by the variations “obj_mesh_wf”, “obj_mesh_primitive_wf”
and “plane_wf”

– completely new DOF for solid rendering with bokeh-effects. This DOF is a post-effect
(and works totally different than the regular DOF) and is not visible in the fast-preview(!).
But, it also gives better results.
One way to adjust the DOF is to turn solid rendering of in order to show the regular DOF
in fast-preview, adjust it (position and strength),
and then turn solid rendering on again

– new “Solid Julia3D”-random-flame-generator to create random solid flames
– new “Solid (experimental)”-random-flame-generator to create random solid flames
– new “Solid (stunning)”-random-flame-generator to create random solid flames
– new “Solid Labyrinth”-random-flame-generator
– new option in the Prefrences to disable solid-flame-random-generators inside the global “All”-random-flame-generator

IMPROVED UI
– huge UI change: the main flame-window was broken into multiple smaller windows
– new Navigator-window to make it easier to navigate between windows
– window-state for all windows inside the desktoip is saved in the Preferences
– new “Tips of the day”-window, may be turned off
– the Welcome-window (still providing some useful links) is not show per default,
but you can reach it in the menu
– Customizable background and convenience-darkening effect (see
desktopBackgroundImagePath and desktopBackgroundDarkenAmount in the Preferences)
– supplied a background-image from my own library
– removed the combobox to select the edit-plane, and added three buttons in the
main editor area instead
– new “List of changes”-window to display the list of changes made in the software
– improved image-quality for scaled image-display on the desktop (e. g. after
loading an image or displaying a rendered image)
– option to auto-reload saved images from the interactive renderer (in order so be
able to check them quickly), may be turned off in the Preferences
– option to manually save a z-buffer-image in the interactive renderer
– buttons to easily randomize light-position and light-color (for solid flames)
– the params in the nonlinear-tab can now get “expanded” in order to access them
all at one time, thanks to Martin Flink to the suggestion!
– new parameter tinaDefaultExpandNonlinearParams in the Preferences to turn the
expansion of the nonlinear-param-controls per default to on
– exchanged some icons in the main editor
– variations-editing: the controls use non-fractional step-size when changing a parameter having integer-values (like
power of “julia3D”-variation)

GPU RENDERING
– experimental gpu-rendering by integration of FACLRender, and external GPU
renderer, made by Steven Brodhead (see the integrated info-window for more
details)
– new info-window about GPU-rendering
– new GPU-render window to interactively render flames, only available
under Windows.
Quick way to test out if a certain flame works, you would usually do this,
before you animate it, and then finally use the batch-renderer with enabled
GPU-renderer to render a sequence.
– integrated the external OpenCL-renderer in the batch-renderer
– new option tinaFACLRenderOptions in the Preferences to influence the options
used to invoke the external GPU render

MAC OS X SUPPORT
– native installer for Mac OS
– some optimizations for Mac OS X to improve user experience
– made “System” the default theme under MacOS
– renamed the main class to JWildfire in order to get “JWildfire” displayed as application on Mac
– changed to initial directory for the directory-select-box in the flame-browser (works now on Mac)
– set up default resolution- and quality-profiles when no preferences file could be found

MISC
– new “Orchids”-random-flame-generator

– New local hue parameter at the Local Gamma tab (called “Gamma”), allowing much more variations in color than using only the default coloring
– New randomizer-buttons at the Local Gamma tab, to randomize each parameter individually

– added a quarter-render-size option in the Interactive Renderer

– Removed the Shading-tab and all the options for Blur-Shading, Distance-Color-Shading and Pseudo3D-Shading.
– the popular blur-shading was re-introduced as new option under the “DOF / Bokeh” – tab as “Post blur”
– distance-color-shading was removed completely, if you liked it, please keep an old version
– Pseudo3D-shading is obsolete due to new 3d rendering

– removed the rarely used brightness-slider in the main editor
– removed the rarely used Chaotica-bridge

– recreated the SystemInfo window and added a function to clear the cache (which hold resources like fonts, meshes, …
in order to speed up future calculations)
– new “Transfer to Interactive Renderer”-button in the main editor
– removed the MutaGen-button in the main editor

– added two new parameters to the “subflame_wf” variation: “colorscale_z” (adds depth to the outer flame according
to the color-information of the inner flame) and “use_colors” (use the computed color-information of the inner
flame as color of the outer flame)
– the “subflame_wf”-variation also respect hidden samples now and can recover iteration after receiving
invalid results (e. g. division by zero)

– added new parameters “axis”, “centre_x”, “centre_y” and “centre_y” to the “pre_wave3D_wf”-variation
– added experimental “direct_color”-parameter to the “truchet”-variation

– new “MobiusN”-variation by eralex

– replaced the link to variation-guide, hosted by user FractalGee, which seems to be permanently off, by a link to
the variations-list supplied by Don Town

– 3 new SINEPOW-filter-kernels (with predefined power-levels)

– the “Rnd”-button now can also operate on newly created flames

– refined the default resolution- and quality-profiles

– improved the speed of the MutaGen

– changed the layout of the sub-tabs “DoF” and “Solid rendering”

– slightly shorter startup time due to the use of more simple random-flames-generator at startup

– support for loading and saving Fusion-compatible *.spl-files in the motion-curve-editor

– moved the “Rnd”-button at a new “Misc”-tab

Have fun, here is the download link: www.andreas-maschke.com/?page_…

A short solid-flame-fractal-video created with JWildfire 3.0.

Music: V.I.V.E.K. Trinity
It has been a while since the last release, but sometimes things just need time 🙂
I can’t remember exactly, but I think we had in the end 6 ALPHA versions and 9 BETA versions to finally finish
what is now simply called “JWildfire 3.0“.

I know, most people never read notes, and I hope I will still have your attention. In short:
new version = 3d rendering + new UI + experimental GPU rendering + Mac OS X support + endless list of changes

endless list of changes = integrated in the UI, so no need to read too much at once, it will be still there
when you start the app the next time 😀

The complete list of changes is tremendous, I will post only a little excerpt:
3D SOLID RENDERING
– completely new 3d (solid) rendering mode for flame fractals, featuring
– ambient shadows
– distant light-sources
– specular lighting, several diffuse-response functions
– reflection-mapping
– hard and soft shadows
– z-buffer-output

– new “obj_mesh_wf” and “obj_mesh_primitive_wf”-variations to allow you to integrate
meshes as shapes into your fractals. While “obj_mesh_wf” allows you to load arbitrary
meshes (e .g. found in the web, there are tons of free meshes out there), you may
use “obj_mesh_primitive_wf” to use numerous predifined presets
– both variations support:
– uv-colormaps
– uv-displacement-maps
– geometry-smoothing (using the Taubin-smooth-algorithm)

– new “yplot2d_wf”-, “yplot3d_wf”- and “parplot2d_wf”-variations to generate geometry
by plotting arbitrary mathematical functions (e.g. “sin(x*x+z*z)”)
– all of those variations contain many very cool presets, e.g. there are 35 presets
included in the “parplot2d_wf”-variaton, just slide through them by changing the
“preset_id”

– new “plane_wf”-variation for easy creation of a textured plane
– script-generator (which creates scripts from a flame) also creates solid-attributes
for solid flames

– support for invisible objects which can receive shadows. This way you can let
fractals cast real-looking shadows on objects inside a background-image, inspired
by Oak Fractal Sandbox by David Byrd (www.davidbyrd.io/)
– this options is supported by the variations “obj_mesh_wf”, “obj_mesh_primitive_wf”
and “plane_wf”

– completely new DOF for solid rendering with bokeh-effects. This DOF is a post-effect
(and works totally different than the regular DOF) and is not visible in the fast-preview(!).
But, it also gives better results.
One way to adjust the DOF is to turn solid rendering of in order to show the regular DOF
in fast-preview, adjust it (position and strength),
and then turn solid rendering on again

– new “Solid Julia3D”-random-flame-generator to create random solid flames
– new “Solid (experimental)”-random-flame-generator to create random solid flames
– new “Solid (stunning)”-random-flame-generator to create random solid flames
– new “Solid Labyrinth”-random-flame-generator
– new option in the Prefrences to disable solid-flame-random-generators inside the global “All”-random-flame-generator

IMPROVED UI
– huge UI change: the main flame-window was broken into multiple smaller windows
– new Navigator-window to make it easier to navigate between windows
– window-state for all windows inside the desktoip is saved in the Preferences
– new “Tips of the day”-window, may be turned off
– the Welcome-window (still providing some useful links) is not show per default,
but you can reach it in the menu
– Customizable background and convenience-darkening effect (see
desktopBackgroundImagePath and desktopBackgroundDarkenAmount in the Preferences)
– supplied a background-image from my own library
– removed the combobox to select the edit-plane, and added three buttons in the
main editor area instead
– new “List of changes”-window to display the list of changes made in the software
– improved image-quality for scaled image-display on the desktop (e. g. after
loading an image or displaying a rendered image)
– option to auto-reload saved images from the interactive renderer (in order so be
able to check them quickly), may be turned off in the Preferences
– option to manually save a z-buffer-image in the interactive renderer
– buttons to easily randomize light-position and light-color (for solid flames)
– the params in the nonlinear-tab can now get “expanded” in order to access them
all at one time, thanks to Martin Flink to the suggestion!
– new parameter tinaDefaultExpandNonlinearParams in the Preferences to turn the
expansion of the nonlinear-param-controls per default to on
– exchanged some icons in the main editor
– variations-editing: the controls use non-fractional step-size when changing a parameter having integer-values (like
power of “julia3D”-variation)

GPU RENDERING
– experimental gpu-rendering by integration of FACLRender, and external GPU
renderer, made by Steven Brodhead (see the integrated info-window for more
details)
– new info-window about GPU-rendering
– new GPU-render window to interactively render flames, only available
under Windows.
Quick way to test out if a certain flame works, you would usually do this,
before you animate it, and then finally use the batch-renderer with enabled
GPU-renderer to render a sequence.
– integrated the external OpenCL-renderer in the batch-renderer
– new option tinaFACLRenderOptions in the Preferences to influence the options
used to invoke the external GPU render

MAC OS X SUPPORT
– native installer for Mac OS
– some optimizations for Mac OS X to improve user experience
– made “System” the default theme under MacOS
– renamed the main class to JWildfire in order to get “JWildfire” displayed as application on Mac
– changed to initial directory for the directory-select-box in the flame-browser (works now on Mac)
– set up default resolution- and quality-profiles when no preferences file could be found

MISC
– new “Orchids”-random-flame-generator

– New local hue parameter at the Local Gamma tab (called “Gamma”), allowing much more variations in color than using only the default coloring
– New randomizer-buttons at the Local Gamma tab, to randomize each parameter individually

– added a quarter-render-size option in the Interactive Renderer

– Removed the Shading-tab and all the options for Blur-Shading, Distance-Color-Shading and Pseudo3D-Shading.
– the popular blur-shading was re-introduced as new option under the “DOF / Bokeh” – tab as “Post blur”
– distance-color-shading was removed completely, if you liked it, please keep an old version
– Pseudo3D-shading is obsolete due to new 3d rendering

– removed the rarely used brightness-slider in the main editor
– removed the rarely used Chaotica-bridge

– recreated the SystemInfo window and added a function to clear the cache (which hold resources like fonts, meshes, …
in order to speed up future calculations)
– new “Transfer to Interactive Renderer”-button in the main editor
– removed the MutaGen-button in the main editor

– added two new parameters to the “subflame_wf” variation: “colorscale_z” (adds depth to the outer flame according
to the color-information of the inner flame) and “use_colors” (use the computed color-information of the inner
flame as color of the outer flame)
– the “subflame_wf”-variation also respect hidden samples now and can recover iteration after receiving
invalid results (e. g. division by zero)

– added new parameters “axis”, “centre_x”, “centre_y” and “centre_y” to the “pre_wave3D_wf”-variation
– added experimental “direct_color”-parameter to the “truchet”-variation

– new “MobiusN”-variation by eralex

– replaced the link to variation-guide, hosted by user FractalGee, which seems to be permanently off, by a link to
the variations-list supplied by Don Town

– 3 new SINEPOW-filter-kernels (with predefined power-levels)

– the “Rnd”-button now can also operate on newly created flames

– refined the default resolution- and quality-profiles

– improved the speed of the MutaGen

– changed the layout of the sub-tabs “DoF” and “Solid rendering”

– slightly shorter startup time due to the use of more simple random-flames-generator at startup

– support for loading and saving Fusion-compatible *.spl-files in the motion-curve-editor

– moved the “Rnd”-button at a new “Misc”-tab

Have fun, here is the download link: www.andreas-maschke.com/?page_…

deviantID

thargor6's Profile Picture
thargor6
Andreas Maschke
Germany
Hello, I'm the author of JWildfire. Here are some links regarding to the project:
- Official site: jwildfire.org/
- Official forum: jwildfire.org/forum/
- Facebook users group: www.facebook.com/groups/JWildf…
- Google+ group: plus.google.com/u/0/communitie…

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:iconburningrage8-13:
burningrage8-13 Featured By Owner Oct 31, 2016  Hobbyist General Artist
Happy Haloween by KmyGraphic  
Reply
:icondark-beam:
dark-beam Featured By Owner Oct 24, 2016  Student Artist
I thought of you seeing this:
www.cadnav.com/3d/Mammal.html
now make a fractalized zoo full of cute bunnies :lmao:
Reply
(1 Reply)
:iconoxnot:
Oxnot Featured By Owner Mar 24, 2016
Thank you for adding mesh/ .obj  export!  
Reply
:iconfraterchaos:
fraterchaos Featured By Owner Mar 13, 2016  Hobbyist Digital Artist
just wanted to drop by and give a big thanks for adding the mesh support to MB3D...

you can't imagine how long I've been wanting this!

As soon as my income tax money arrives, I'll donate something to it's continued development (got a link to where I can donate?)
Reply
(1 Reply)
:iconbgai:
BGai Featured By Owner Mar 11, 2016
Thanks Andreas for the notification of the new version of Mandelbulb3D with 'BulbTracer', via your official JWildfire Blog. Something new to try and learn!!! Thanks for all your hard work on both these programs!
Reply
(1 Reply)
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