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Just released JWildfire V3.30 – with MUCH help of our contributors Gregg Helt, Rick Sidwell, Jesus Sosa and Brad Stefanov. Thank you, guys!
Again, there are a lot of new variations – we have now more than 500! So, you will probably also like another new feature, allowing you to (de)activate rarely used variations (on the fly).
For the complete list of changes and the download (you can also see this list inside the program at the any time, see Help->List of changes ) visit the official site: jwildfire.org
Merry Christmas!
(The attached image is a random flame generated using the "Raster"-random-flame-generator and using the "Bold"-random-gradient-generator)
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
© 2017 - 2024 thargor6
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I had one idea about fractal software I had writen a journal entry. It should be realisable but I m not shure how mutch effors it could take. Idea was to take 3D object and recreate it from the fractal. Fractalisation of 3D objects
Fractalisation of 3D objectsI hade an idea based on certain fractal rendering techniques.
1. Take voxel space with coordinate system (x,y,z).
2. Put 3D object in these coordinates.
3. Assign object_radius = 1 to the surface; object_radius = 0 to the point / axis in the center of object; then values for all the other voxels could be obtained by interpolation from the nearest surface. Thus creating scalar space (like height map but in 3D). There could be name for this thing.
4. Calculate unit vector for all voxels. Unit_vector (x,y,z) = (x,y,z)/|(x,y,z)| - vector of the same orientation but with lenght of 1.
5. New_coordinate = unit_vector (x,y,z) * object_radius
Then on this coordinate system calculate fractal like menger sponge or JIT_EM_Fld_PilarsOfKhwarezmi.m3f It should fill just any shape with 3D fractal. And the new object will have rough surface of fractal.
This would be something like height maps but it must fractalise almoust every scene. My programming skills is far too poor to realise this.