Render problem

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Offline SCORPION

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« on: July 09, 2019, 02:00:15 AM »
I noticed the problem in the version of fragmentarum
Fragmentarium-2.0.0-171225, maybe the problem arose even earlier. The problem remained in the version Fragmentarium-2.5.0
The image in the preview window is normal. The image after the render - as if the green color disappears.
Video card NVIDIA GTS 650.
There are no errors in the Fragmentarium-Desktop_Qt_5_1_1_MinGW_32bit-Release releases.



Code: [Select]
#include "MathUtils.frag"
#info Theli-at's Pseudo Kleinian (Scale 1 JuliaBox + Something

#include "DE-Kn2.frag"

#group PseudoKleinian

#define USE_INF_NORM



// Made by Knighty, see this thread:
// http://www.fractalforums.com/3d-fractal-generation/fragmentarium-an-ide-for-exploring-3d-fractals-and-other-systems-on-the-gpu/msg32270/#msg32270

// Maximum iterations
uniform int MI; slider[0,5,20]

// Bailout
//uniform float Bailout; slider[0,20,1000]

// Size
uniform float Size; slider[0,1,2]

// Cubic fold Size
uniform vec3 CSize; slider[(0,0,0),(1,1,1),(2,2,2)]

// Julia constant
uniform vec3 C; slider[(-2,-2,-2),(0,0,0),(2,2,2)]

// Thingy thickness
uniform float TThickness; slider[0,0.01,2]

// Thingy thickness2
uniform float TThickness2; slider[0,0.01,2]

// Thingy DE Offset
uniform float DEoffset; slider[0,0,0.01]

// Thingy Translation
uniform vec3 Offset; slider[(-1,-1,-1),(0,0,0),(1,1,1)]

float RoundBox(vec3 p, vec3 csize, float offset)
{
vec3 di = abs(p) - csize;
float k=max(di.x,max(di.y,di.z));
return abs(k*float(k<0.)+ length(max(di,0.0))-offset);
}

float Thingy(vec3 p, float e){
p-=Offset;
float rxy=(length(p.xy)-TThickness2);
return max(rxy, (abs(length(p.xy)*p.z)-e) / sqrt(dot(p,p)+abs(e)));
}

float Thing2(vec3 p){
//Just scale=1 Julia box
float DEfactor=1.;
    vec3 ap=p+1.;
for(int i=0;i<MI && ap!=p;i++){
ap=p;
p=2.*clamp(p, -CSize, CSize)-p;
     
float r2=dot(p,p);
orbitTrap = min(orbitTrap, abs(vec4(p,r2)));
float k=max(Size/r2,1.);

p*=k;DEfactor*=k;
     
p+=C;
orbitTrap = min(orbitTrap, abs(vec4(p,dot(p,p))));
}
//Call basic shape and scale its DE
return abs(0.5*Thingy(p,TThickness)/DEfactor-DEoffset);

//Alternative shape
//return abs(0.5*RoundBox(p, vec3(1.,1.,1.), 1.0)/DEfactor-DEoffset);
//Just a plane
//return abs(0.5*abs(p.z-Offset.z)/DEfactor-DEoffset);
}

float DE(vec3 p){
return  Thing2(p);//RoundBox(p, CSize, Offset);
}

#preset default
FOV = 0.67226
Eye = -0.266155,1.21774,0.672031
Target = -3.02769,-8.50362,-0.33753
FocalPlane = 0.77
Aperture = 0
InFocusAWidth = 0.39344
ApertureNbrSides = 5
ApertureRot = 0
ApStarShaped = false
Gamma = 1
ToneMapping = 2
Exposure = 1.19388
Brightness = 1
Contrast = 1.5
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 1.5
Bloom = true
BloomIntensity = 0.22222
BloomPow = 1.1236
BloomTaps = 5
Detail = -3.5
DetailAO = -1.03705
FudgeFactor = 1
MaxRaySteps = 330
MaxDistance = 20
Dither = 0.45614
NormalBackStep = 1
AO = 0,0,0,1
AoCorrect = 0
Specular = 0.82352
SpecularExp = 381.82
CamLight = 1,1,1,1.43334
CamLightMin = 0.82432
Glow = 1,1,1,0.14815
GlowMax = 133
Reflection = 0.32632
ReflectionsNumber = 2 Locked
SpotLight = 1,0.866667,0.521569,2.4559
LightPos = -1.0112,-1.0112,0.7866
LightSize = 0.05941
LightFallOff = 0.49438
LightGlowRad = 0.3205
LightGlowExp = 1.64555
HardShadow = 0.9878 Locked
ShadowSoft = 0
BaseColor = 0.666667,1,0.498039
OrbitStrength = 0.53247
X = 0.5,0.6,0.6,1
Y = 1,0.6,0,0.75758
Z = 0.8,0.78,1,0.57282
R = 0.4,0.7,1,-0.28572
BackgroundColor = 0.6,0.6,0.45
GradientBackground = 1.35415
CycleColors = false
Cycles = 4.51945
EnableFloor = false
FloorNormal = 0,0,0
FloorHeight = 0
FloorColor = 1,1,1
HF_Fallof = 0.89722
HF_Const = 0.125
HF_Intensity = 0.23595
HF_Dir = 0.13044,-0.14782,1
HF_Offset = -2.405
HF_Color = 1,0.333333,0,1.33845
MI = 13
Size = 0.97088
CSize = 0.9375,0.45834,0.9375
C = 0.16216,0,0
TThickness = 0
TThickness2 = 0.92308
DEoffset = 0
Offset = 0.00224,0.0115,0.42528
Up = -0.0192817,-0.0165522,0.212129
#endpreset



Offline 3DickUlus

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« Reply #1 on: July 09, 2019, 03:42:46 AM »
Try https://github.com/3Dickulus/FragM/releases Fragmentarium-2.5.0-190614

I've recently done some work on the sources with ClangTidy "modernizing" a bunch of stuff and general cleaning, trying to refactor some things so that the longest function is about 100 lines of code.
I haven't pushed these changes to github yet but probably this weekend as I've done enough rendering to say these changes don't introduce any bugs (fingers still crossed).

I can't support earlier versions so if you want to offer input on FragM or a bug report you need the latest version  :yes: :thumbs:
Resistance is fertile... you will be illuminated!

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

Offline SCORPION

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« Reply #2 on: July 12, 2019, 08:26:41 AM »
Good, Mr. Dick. I downloaded this version and so far it works well. I decided now to work only on the newest version of FragM. Naturally, I have questions and in what topic will you allow me to ask them?

Offline 3DickUlus

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« Reply #3 on: July 12, 2019, 04:30:58 PM »
The code snippets thread is primarily for fragment code and the Fragmentarium thread is for discussion.

This thread is fine for any "rendering problems". Of course you can talk about whatever you want ;) just trying to keep the code snippets thread tidy with short simple examples.

Offline SCORPION

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« Reply #4 on: July 15, 2019, 07:53:14 AM »
Accidentally found a solution to the problem here:

https://fractalforums.org/fragmentarium/17/i-cant-get-the-newest-version-to-work/2629/msg13086#msg13086

Now render is normal. The image is the same in the preview window and in the render window. Although, the image changes slightly after changing the BufferShader and it has to be adjusted.



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