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Just created a special (and still very experimental) JWildfire version called JWildfireMini as app for android smartphones
It can render most JWildfire/Apo flames and is both very stable and very slow
Here is a "screenshot" as first impression:
The example flame (my "Border stones" ) took 67 seconds to render (The image resolution was 480x640) .
This is of course not really acceptable but I was very impressed by the fact that it worked - and that it worked without many changes to the codebase
It can render most JWildfire/Apo flames and is both very stable and very slow
Here is a "screenshot" as first impression:
The example flame (my "Border stones" ) took 67 seconds to render (The image resolution was 480x640) .
This is of course not really acceptable but I was very impressed by the fact that it worked - and that it worked without many changes to the codebase
JWildfire 7.20 released
Major changes: option to generate z-buffers for regular (non-solid) flames motion-curve-editor: sync animation to multiple frequency-bands of an mp3-song macOS-platform: security scoped bookmarks are used to remember already selected folder-locations Windows-platform: we now have about 660 variations which are supported on GPU Fixed a very old bug that could lead to significant performance degradation: Unicode characters are now handled correctly when loading/saving settings Have fun! :-) Original post: http://blog.overwhale.com/?p=5758
JWildfire 6.00 release: new animation-capabilities
After three months of work, I’m glad to release JWildfire V6.00 as another major update. This time, the animation-features where greatly improved: - animation playback and -editing in the main editor is much smoother now, in general the editing gives much for “fluid” feeling - the main editor now supports automatic creation of animation keyframes: you move to a certain frame, change a property, and JWildfire automatically creates a smooth motion curve to interpolate between the values - you may now create mp4-files directly from within JWildfire (without using any other tools). You may even create batches of mp4-files. - support for Intel’s OIDN denoiser as a powerful tool to cut down render times and improve image quality (works simular to NVidia’s OptiX, but does not requiere a GPU from NVidia) But, there are also numerous new non-animation-related improvements, e. g.: - new “RunRandomScript”-random-flame-generator which executes randomly selected scripts from your
JWildfire 5.60 with support for OptiX denoiser
Just released JWildfire V5.60 as another major update.
This time, adding support for NVidia’s OptiX denoiser as a powerful tool to cut down render times and improve image quality. (see https://developer.nvidia.com/optix-denoiser)
The OptiX denoiser, developed by NVidia, is included in most of the common 3D rendering software like Arnold, Blender, Lightwave.
I was enjoying it for a longer time, but did not really think about an integration into JWildfire, because such an integrationg (GPU rendering and Java programs) is always somewhat weak or unstable.
But then, user [Phaser Rave] at the JWildfire forum, introduced us to the a comma
JWildfire 5.50 release: new gradient-curve-editor
Just released JWildfire V5.50 as another major update. This time, introducing a new color-editing-function that makes it easier to control the final result: the color-curve-editor. It allows a very interactive editing of the gradient and the flame at the same time. Additionally, it allows more direct control over modifying the colors of a gradient, making it much easier to create "dramatic" effects. (Internally, each gradient now consist both of the "classic" part of the gradient and three new curves: hue, saturation and luminosity. Those curves belong to the flames, and are also stored within the flame-files.)
A BIG thanks to Jesus, Rick, B
© 2012 - 2024 thargor6
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wow that was realy cool! cant wait for it to be released.
really want to try it on my android phone.
really want to try it on my android phone.