Fractal.Institute - Art &Software-Section

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Offline Fraktalist

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« on: February 15, 2018, 02:55:42 PM »
Hey!
this is going out to you 3dickulus, I hope you can see this category?

As you probably know I also host http://fractal.institute
Working there had lost a bit of momentum as I spent all time working for fractalforums, but it is starting to speed up again as others are joining and starting to fill the empty canvas I created. Rick, the creator of that 10k+ facebook group mandelbulbmaniacs has decided to host all their tutorials and interviews with fractal artists with us instead of building his own page. but that's only mandelbulb3d

Soo, if I got that straight, you are the creator of fragmentarium, right? (still working on it or is the last version really from 2013?
I'd like to have your opinion if you would like to see it in the software(or maybe renamed to "art/creation"..)section. Or any opinion at all, regarding the structure there.
I want to make the site an all-inclusive ressource page to any information regarding fractals. My area is the "real life"fractals, the encyclopedia. But I definitely think it makes sense to integrate the whole art/software and fractal generation part and give it a prominent space.
So right now we're thinking a lot about how to structure the whole thing again.
Problem with the software section is, it should be easy for beginners and I don't wanted to flood them with all the different choices, mandelbulb3d, mandelbulber, fragmentarium, etc..
So I sticked to the "most important" ones in my first draft. http://fractal.institute/software/
yet this is unfair not not a complete picture.

Any input would be very much appreciated!
« Last Edit: February 15, 2018, 05:44:09 PM by Fraktalist »

Offline 3DickUlus

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« Reply #1 on: February 16, 2018, 05:54:29 AM »
Mikael Hvidtfeldt Christensen a.k.a. Syntopia, created Fragmentarium, I just added a bunch of things I wanted because development had all but ceased, I asked him if he minded me butchering his code and releasing it, he told me to go ahead and do whatever I wanted with it, so I did. If I would have known more about github at the time, I wouldn't have created my own version, but this way his work is preserved and still available as he left it while Fragmentarium continues to grow.

This is from the "About" page...
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Fragmentarium
Version 2.0.0.180102 ("bourbon").
An integrated environment for exploring GPU pixel graphics.
Created by Mikael Hvidtfeldt Christensen.
Licensed and distributed under the LPGL or GPL license.
Notice: some fragment (GLSL) shaders are copyright by other authors, and may carry other licenses. Please check the fragment file header before redistributing.
Acknowledgement
Much of the inspiration and formulas for Fragmentarium came from the community at FractalForums.com, including Tom Beddard, Jan Kadlec, I?igo Quilez, Buddhi, Jesse, and others. Special thanks goes out to Knighty and Kali for their great fragments. All fragments should include information about their origins - please notify me, if I made any mis-attributions.
The icons used are part of the Everaldo: Crystal project.
Fragmentarium is built using the Qt cross-platform GUI framework.

Translations by Fractal Forums users
Russian SCORPION
Russian Crist-JRoger
German Sabine
Dutch Sabine
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The 2nd of January 2018 was the last patch to my 2.0 version

It's a GLSL development environment, not a fractal program, most of the GLSL fragments render fractals but the real magic is the distance estimation methods realized via GLSL and the light modeling that make such wonderful renders. mclarkin and mbenesi, to name a few, have used Fragmentarium to develop formulas for the other more popular fractal renderers, I don't think there is one that hasn't been influenced or derived bits from Fragmentarium. The reason it hasn't taken off like mandelbulb3d is that it takes more than just the ability to operate a mouse to get good images, you need to understand the math of light and how the calculation works on the GPU, so, more brains are required, it's more of a programmers' interface, that's why I liked it enough to put a few years of my time into it.
That said, I think in your first draft you missed the most important one entirely, but I am a bit biased ;)

http://syntopia.github.io/Fragmentarium/ has lots of infos on GPU DE rendering and how it applies to fractals.

http://www.digilanti.org/fragmentarium/ has a list of all of the changes I made and a few tutorials outlining the main features that I added.

https://github.com/3Dickulus/FragM has the most recent source code and binary packages at https://github.com/3Dickulus/FragM/releases.

you can find some rudimentary documentation here https://en.wikibooks.org/wiki/Fractals/fragmentarium outlining functions and features.

It's still very much an experimental platform and the aspect of some instability turns people off. It's 100% opensource so you can do whatever you like with it :yes:

I think it would be best to point to Syntopia's page first and mention the latest version after it's made clear what it really is, coders will love it, average users will hate it.


Resistance is fertile... you will be illuminated!

https://en.wikibooks.org/wiki/Fractals/fragmentarium

Offline mclarekin

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« Reply #2 on: February 16, 2018, 11:58:49 AM »
My additional two cents. Other Fragmentarium advantages are:

a) The code is easier to understand, so it is possible to deduce how bits work . 
b) There is greater flexibility for implementing code.