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#	mandelbulber2/manual/chapters/opencl.tex
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buddhi1980 committed Feb 3, 2019
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7 changes: 7 additions & 0 deletions mandelbulber2/manual/chapters/maxiter_vs_distthresh.tex
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Expand Up @@ -53,3 +53,10 @@ \section{Ray-marching - Maximum number of iterations vs. distance threshold
Figure \ref{stop ray-marching-at-maxiter-low-maxiter} shows case when maximum number of iterations is reached. Ray-marching is stopped even
if distance threshold is not reached.

Enabling \emph{Constant Detail Size}\index{ray marching!constant detail size} on the \emph{Rendering Engine} tab will make the distance threshold uniform. This takes longer, but gives a more accurate representation of detail in the distance, and can be used to address color variation over distance like in the image below.

\simpleImageWithCaptionHalfWidth{img/manual/media/constant_detail_size.jpg}
{Constant detail size}
{constant_detail_size}


8 changes: 7 additions & 1 deletion mandelbulber2/manual/chapters/miscellaneous.tex
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Expand Up @@ -330,6 +330,12 @@ \subsection{Hints}\label{Hints}

6) Rendering Engine: play around with the “Raymarching step mult. (controls quality)” and “Detail level” values.

Also, you could try to add Extra Light source in dark areas . When your dominant color of the Light Map is for example red, try to add extra Light Source(s) that is blue at a not too high intensity. This can give a very cool result.
Also, you could try to add Extra Light source in dark areas. When your dominant color of the Light Map is for example red, try to add extra Light Source(s) that is blue at a not too high intensity. This can give a very cool result.


\paragraph{Monte Carlo MC Global Illumination.}
Global Illumination is a part of the Monte Carlo (MC) DOF algorithm, located in the Depth of Field (DOF)combobox. It cannot be rendered without MC DOF. If the DOF blurred image is not required, then reduce the DOF radius to produce only the Global Illumination effect.

About estimated rendering time: at the beginning it can be very long, because there is an initial assumption that is needed to calculate the maximum number of MC samples. But during rendering there is an estimated "actual noise level" for each image tile. If the noise level for a given tile is satisfactory, then it is no longer rendered. More samples are only calculated on tiles where the noise level is still too high. When many tiles get low noise level, then rendering progress is faster. Statistical noise estimation optimizes the MC effects a lot.

What this means is that initial "estimated to end" time shown on the progress bar can be very conservative. The actual render time can be much smaller (e.g maybe 3 to 8 times faster).
4 changes: 3 additions & 1 deletion mandelbulber2/manual/chapters/opencl.tex
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Expand Up @@ -122,6 +122,8 @@ \subsubsection{Driver crash under Windows}

Instead of manual registry edits you can use \emph{TDR\_disable.bat} script located in program folder. You have to run it as administrator

Some gfx driver updates have appeared to remove these changes to the registry, this maybe Win10 OS and/or Nvidia driver updates. If OpenCL begins to crash after an update, then check the registry.

You can find more information about this topic in the following resources:

The original Blogpost in Fragmentarium, which has been used as the source of this article: \url{http://blog.hvidtfeldts.net/index.php/2011/12/fragmentarium-faq/}
Expand All @@ -142,4 +144,4 @@ \subsubsection{Driver crash under Windows}
% \simpleImageWithCaptionHalfWidth{img/manual/media/artifacts_from_glow_or_fog.png}{artifacts from glow or fog.png}
% {artifacts_from_glow_or_fog}



2 changes: 1 addition & 1 deletion mandelbulber2/sound/sound.tex
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Expand Up @@ -58,7 +58,7 @@ \subsection{Audio Files}\label{audio-files}

- *.flac (Free Lossless Audio Format)

- *.mp3 (MPEG II Audio Layer 3) - supported only under Linux
- *.mp3 (MPEG II Audio Layer 3)

I used Hydrogen Drum Kit emulator to make all the individual drum track
files. These are .wav files but as I am using Linux I converted them to
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