Tips and Tricks

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About the Fractal Resolution and Image Resolution

If you want to keep the same look & feel of a render at different image resolution (in 'Image' tab) you need to update the fractal resolution (in 'fractal' tab) accordingly. Example : If you make previews at a 400x400 pixels image resolution and a fractal resolution of 8, and decide to make a final render at 3200x3200, then the fractal resolution must be 1.

The general rule is :

  • Image Resolution 400x400 > fractal resolution X*8
  • Image Resolution 800x800 > fractal resolution X*4
  • Image Resolution 1600x1600 > fractal resolution X*2
  • Image Resolution 3200x3200 > fractal resolution X

If you don't follow this rule, then you'll have essentially color changes and in some cases some slightly different architecture.

  • Kaeltyk's note : I still have to test for non-square resolution to know if this is proportional to X or Y image size
  • Krzysztof's note: It is proportional to Y image size

About the Shaders Tab

Remember almost every parameter in this tab can be changed after (or while) rendering!

The exceptions are :

  • Background colors can't be changed at all after starting a render.
  • If the Colored Surface option is not checked when starting a render it can not be turned on - if it's on then it can be turned on/off after rendering.
  • Shadows and Ambient Occlusion flags can't be changed (in fact they can but this is not applied).

Playing with parameters below 0 or above 1 can make some unrealistic but nice results, and especially an Ambient occlusion level above 1 does create some more colorful results. Don't be afraid to experiment as this can be reverted with the undo option anyway.

About the Camera: Yaw / Pitch / Roll parameters

The 'Viewport Coordinates' is the 3D point that the camera targets. The Yaw / Pitch / Roll are the angles that are applied to make the camera rotate around this point. (Yaw is rotation to make the camera look left/right, Pitch is rotation to make the camera look up/down, then Roll make the result turn around the camera axis).

By default when clicking in the fractal to zoom in, the new camera point is right in front of your nose so you can rotate the camera to look around - very nice if you want to navigate 'in' your fractal.

Now if you activate the 'Go close to indicated surface' checkbox the camera point is 'on' the fractal so you can rotate the camera around the fractal. Using both modes can be very usefull - but remember the point will only be updated when you click to zoom in/out.

About the Iteration Fog effect

Iteration fog effect generates very realistic volumetric fog which density depends on fractal iteration count. Higher number of iteration produces higher density of the fog. To activate iteration fog effect, the Shaders/Iteration fog checkbox must be switched on. For this effect there are two parameters: - fog opacity - fog opacity trim (iterations)

  • Fog opacity controls density of the fog. Higher value gives more dense fog.


density = 1000
density = 4000
density = 16000
  • Fog opacity trim controls size of the fog. This value limits fog from specified fractal iteration value. For example, if opacity trim = 5.0, then in areas where iteration count is 4, will be no fog. In places with 5 iteration fog will be light. Where iteration count will equal max iteration value, the fog will be not transparent at all.
opacity trim = 6
opacity trim = 8

Iteration fog works with following effects:

  • shadows
  • 4 additional light sources
  • coloured ambient occlusion based on rays (ambient occlusion: enabled, AO fast mode: disabled, SSAO: disabled) - this effect is very slow and there is recomended to use very low AO quality (from 1 to 3)
  • main light source colour

Effects must be disabled:

  • fog
  • screen space ambient occlusion
Example of coloured ambient occlusion effect
Example of positional lights