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	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=692</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=692"/>
				<updated>2015-05-24T18:03:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see the “Grdnt” button.  When you click the &amp;quot;Grdnt&amp;quot; button, the display window will shrink slightly and the currently loaded gradient will be displayed as a bar across the bottom of the editor window.  At the same time, 12 new buttons will be added below the display window.&lt;br /&gt;
&lt;br /&gt;
The gradient bar has 2 arrow indicators below it with a circle of color indicating the color it is pointed at.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle below brings up a color selector to modify the color for that spot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar (which will also make your fractal all black).  Position one of the arrow indicators where you want your first color to start, click the circle to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in the spot over the arrow.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar, move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Select another location on the gradient, another color and continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options.&lt;br /&gt;
&amp;lt;ul type=&amp;quot;circle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the current gradient and click &amp;quot;Copy&amp;quot; then move the arrows to a new position and &amp;quot;Paste&amp;quot; the same color pattern in that area.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The large button with &amp;quot;R&amp;quot;, and an arrow, brings you back to your original gradient.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;quot;Sort&amp;quot; button will sort whatever is between the two arrows, and may give nuance to 3D settings.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;The &amp;quot;Mono&amp;quot; button (most of the time) will put the included area into one color family. with variation from light to dark.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;When you don&amp;#039;t want to change the &amp;quot;Xaos&amp;quot; settings of your fractal, the &amp;quot;Erase&amp;quot; will turn the unwanted color black.  Place the arrows around the color or colors you wish to change, then click Erase.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Remember, if you make changes that you are unhappy with, the undo button on the left side of the editor window will take you back one step at a time. Just click undo until you are back to a point before the change you do not like and start over.&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Even if you&amp;#039;re not quite satisfied with your fractal&amp;#039;s appearance, it never hurts to Save. You can open the gradient folder while looking at your gradients to delete duplicates or move gradients into the right folders. Then press &amp;quot;Rescan&amp;quot;&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Play around with the different options to refine your gradient, then go to the &amp;quot;Gradient&amp;quot; Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;br /&gt;
&lt;br /&gt;
When you are happy with your work, be sure to save your gradient.  Click on the large &amp;quot;Save&amp;quot; button to the right end of the row of 12 buttons.  This should open up your file browser.  Select or create a folder for your custom gradients, name your file and save.  When you restart JWildfire your new gradient will be available in the gradient library.  If you want to use it for another fractal without restarting, go to the &amp;quot;Gradient&amp;quot; tab, and open the Gradient Library section.  Click the &amp;quot;Rescan&amp;quot; button to load any new changes.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=691</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=691"/>
				<updated>2015-05-23T23:34:22Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see the “Grdnt” button.  When you click the &amp;quot;Grdnt&amp;quot; button, the display window will shrink slightly and the currently loaded gradient will be displayed as a bar across the bottom of the editor window.  At the same time, 12 new buttons will be added below the display window.&lt;br /&gt;
&lt;br /&gt;
The gradient bar has 2 arrow indicators below it with a circle of color indicating the color it is pointed at.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle below brings up a color selector to modify the color for that spot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar (which will also make your fractal all black).  Position one of the arrow indicators where you want your first color to start, click the circle to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in the spot over the arrow.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar, move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Select another location on the gradient, another color and continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options.  You may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the current gradient and click &amp;quot;Copy&amp;quot; then move the arrows to a new position and &amp;quot;Paste&amp;quot; the same color pattern in that area. &lt;br /&gt;
&lt;br /&gt;
The large button with &amp;quot;R&amp;quot;, and an arrow, brings you back to your original gradient.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sort&amp;quot; button will sort whatever is between the two arrows, and may give nuance to 3D settings.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mono&amp;quot; button (most of the time) will put the included area into one color family. with variation from light to dark.&lt;br /&gt;
&lt;br /&gt;
When you don&amp;#039;t want to change the &amp;quot;Xaos&amp;quot; settings of your fractal, the &amp;quot;Erase&amp;quot; will turn the unwanted color black.  Place the arrows around the color or colors you wish to change, then click Erase.&lt;br /&gt;
&lt;br /&gt;
Remember, if you make changes that you are unhappy with, the undo button on the left side of the editor window will take you back one step at a time. Just click undo until you are back to a point before the change you do not like and start over.&lt;br /&gt;
&lt;br /&gt;
Even if you&amp;#039;re not quite satisfied with your fractal&amp;#039;s appearance, it never hurts to Save. You can open the gradient folder while looking at your gradients to delete duplicates or move gradients into the right folders. Then press &amp;quot;Rescan&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Play around with the different options to refine your gradient, then go to the &amp;quot;Gradient&amp;quot; Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;br /&gt;
&lt;br /&gt;
When you are happy with your work, be sure to save your gradient.  Click on the large &amp;quot;Save&amp;quot; button to the right end of the row of 12 buttons.  This should open up your file browser.  Select or create a folder for your custom gradients, name your file and save.  When you restart JWildfire your new gradient will be available in the gradient library.  If you want to use it for another fractal without restarting, go to the &amp;quot;Gradient&amp;quot; tab, and open the Gradient Library section.  Click the &amp;quot;Rescan&amp;quot; button to load any new changes.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=690</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=690"/>
				<updated>2015-05-23T23:18:07Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see the “Grdnt” button.  When you click the &amp;quot;Grdnt&amp;quot; button, the display window will shrink slightly and the currently loaded gradient will be displayed as a bar across the bottom of the editor window.  At the same time, 12 new buttons will be added below the display window.&lt;br /&gt;
&lt;br /&gt;
The gradient bar has 2 arrow indicators below it with a circle of color indicating the color it is pointed at.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle underneath brings up a color selector to modify the color for that spot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar (which will also make your fractal all black).  Position one of the arrow indicators where you want your first color to start, click the circle to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in the spot over the arrow.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar, move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Select another location on the gradient, another color and continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options.  You may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the current gradient and click copy then move the arrows to a new position and paste the same color pattern in that area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The large R+ Arrow button brings you back to your original gradient.&lt;br /&gt;
&lt;br /&gt;
The Sort button will sort whatever is between the two arrows, and may give nuance to 3D settings.&lt;br /&gt;
&lt;br /&gt;
The Mono button (most of the time) will put the included area into one color family. with variation from light to dark.&lt;br /&gt;
&lt;br /&gt;
When you don&amp;#039;t want to change the &amp;quot;Xaos&amp;quot; settings of your fractal, the Erase will turn the unwanted color black.  Place the arrows around the color or colors you wish to change, then click Erase.&lt;br /&gt;
&lt;br /&gt;
Remember, if you make changes that you are unhappy with, the undo button on the left side of the editor window will take you back one step at a time. Just click undo until you are back to a point before the change you do not like and start over.&lt;br /&gt;
&lt;br /&gt;
Even if you&amp;#039;re not quite satisfied with your fractal&amp;#039;s appearance, it never hurts to Save. You can open the gradient folder Windows while looking at your gradients to delete dupes or move gradients into the right folders. Then press Rescan&lt;br /&gt;
&lt;br /&gt;
Play around with the different options to refine your gradient, then go to the &amp;quot;Gradient&amp;quot; Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;br /&gt;
&lt;br /&gt;
When you are happy with your work, be sure to save your gradient.  Click on the large &amp;quot;Save&amp;quot; button to the right end of the row of 12 buttons.  This should open up your file browser.  Select or create a folder for your custom gradients, name your file and save.  When you restart JWildfire your new gradient will be available in the gradient library.  If you want to use it for another fractal without restarting, go to the &amp;quot;Gradient&amp;quot; tab, and open the Gradient Library section.  Click the &amp;quot;Rescan&amp;quot; button to load any new changes.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=689</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=689"/>
				<updated>2015-05-23T22:49:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see the “Gradient” button.  When you click the &amp;quot;Gradient&amp;quot; button, the display window will shrink slightly and the currently loaded gradient will be displayed as a bar across the bottom of the editor window.  At the same time, 12 new buttons will be added below the display window.&lt;br /&gt;
&lt;br /&gt;
The gradient bar has 2 arrow indicators below it with a circle of color indicating the color it is pointed at.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle underneath brings up a color selector to modify the color for that spot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar (which will also make your fractal all black).  Position one of the arrow indicators where you want your first color to start, click the circle (squeegee) to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in that spot.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar, move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Select another location on the gradient, another color and continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options.  You may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the current gradient and click copy then move the arrows to a new position and paste the same color pattern in that area.  Click on the a circle to open the color grid.&lt;br /&gt;
&lt;br /&gt;
The large R+ Arrow button brings you back to your original gradient.&lt;br /&gt;
&lt;br /&gt;
The Sort button will sort whatever is between the two arrows, and may give nuance to 3D settings.&lt;br /&gt;
&lt;br /&gt;
The Mono button (most of the time) will put the included area into one color family. with variation from light to dark.&lt;br /&gt;
&lt;br /&gt;
When you don&amp;#039;t want to change the &amp;quot;Xaos&amp;quot; settings of your fractal, the Erase will turn the unwanted color black.  Place the arrows around the color or colors you wish to change, then click Erase.&lt;br /&gt;
&lt;br /&gt;
Remember, if you make changes that you are unhappy with, the undo button on the left side of the editor window will take you back one step at a time. Just click undo until you are back to a point before the change you do not like and start over.&lt;br /&gt;
&lt;br /&gt;
Even if you&amp;#039;re not quite satisfied with your fractal&amp;#039;s appearance, it never hurts to Save. You can open the gradient folder Windows while looking at your gradients to delete dupes or move gradients into the right folders. Then press Rescan&lt;br /&gt;
&lt;br /&gt;
Play around with the different options to refine your gradient, then go to the Gradient Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=688</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=688"/>
				<updated>2015-05-23T21:46:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see a “Gradient” button.  Clicking on that will bring up the currently loaded gradient as a bar across the bottom of the fractal window that has 2 arrow indicators under it with a circle of color that is showing the color it is pointed at.  You will also notice  whole new set of buttons just under the window.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle underneath brings up a color selector that you may use to select a new color for that spot.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar which will also make your fractal all black.   Position one of the arrow indicators where you want your first color to start, click the circle (squeegee) to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in that spot.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options, you may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the gradient you have and click copy then move the arrows to a new position and paste the same color pattern in that area. Click on the circles to get color grid.&lt;br /&gt;
The large R+ Arrow button brings you back to your original gradient.&lt;br /&gt;
The Sort button will sort whatever is between the two arrows, and may give nuance to 3D settings.&lt;br /&gt;
The Mono button (most of the time) will put the included area into one color family. with variation from light to dark.&lt;br /&gt;
When you don&amp;#039;t want to change the Xaos settings of your fractal, using Erase will turn an unwanted color black. Place the arrows around the color or colors you wish to change, then click on Erase. Remember, it you make changes that you are unhappy with, the undo button on the left side of the editor window will take you back one step at a time. Just click undo until you are back to a point before the change you o not like and start over.&lt;br /&gt;
&lt;br /&gt;
Even if you&amp;#039;re not quite satisfied with your fractal&amp;#039;s appearance, it never hurts to Save. You can open the gradient folder Windows while looking at your gradients to delete dupes or move gradients into the right folders. Then press Rescan&lt;br /&gt;
&lt;br /&gt;
Play around with the different options to refine your gradient, then go to the Gradient Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=687</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=687"/>
				<updated>2015-05-23T21:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see a “Gradient” button.  Clicking on that will bring up the currently loaded gradient as a bar across the bottom of the fractal window that has 2 arrow indicators under it with a circle of color that is showing the color it is pointed at.  You will also notice  whole new set of buttons just under the window.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle underneath brings up a color selector that you may use to select a new color for that spot.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar which will also make your fractal all black.   Position one of the arrow indicators where you want your first color to start, click the circle (squeegee) to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in that spot.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options, you may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the gradient you have and click copy then move the arrows to a new position and paste the same color pattern in that area.   Right-click on bulbs to get color grid.&lt;br /&gt;
The R+Arrow button brings you back to your original gradient.&lt;br /&gt;
The Sort button will sort whatever is between the two squeegee bulbs, and may give nuance to 3D settings.&lt;br /&gt;
The Mono button (most of the time) will put the included area into one color family. with variation from light to dark.&lt;br /&gt;
When you don&amp;#039;t want to change the Xaos settings of your fractal, using Erase will turn an unwanted color black. Place the arrows around the color, then Erase. If you do it wrong, just press Undo. To hide something on a white background Erase between the appropriately placed arrows and then use Invert without moving them.  &lt;br /&gt;
&lt;br /&gt;
Even if you&amp;#039;re not quite satisfied with your fractal&amp;#039;s appearance, it never hurts to Save. You can open the gradient folder Windows while looking at your gradients to delete dupes or move gradients into the right folders. Then press Rescan&lt;br /&gt;
&lt;br /&gt;
Play around with the different options to refine your gradient, then go to the Gradient Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=665</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=665"/>
				<updated>2015-05-23T00:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see a “Gradient” button.  Clicking on that will bring up the currently loaded gradient as a bar across the bottom of the fractal window that has 2 arrow indicators under it with a circle of color that is showing the color it is pointed at.  You will also notice  whole new set of buttons just under the window.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle underneath brings up a color selector that you may use to select a new color for that spot.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the “Erase” key at the bottom to clear the gradient and give you a solid black bar which will also make your fractal all black.   Position one of the arrow indicators where you want your first color to start, click the circle to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in that spot.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options, you may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the gradient you have and click copy then move the arrows to a new position and paste the same color pattern in that area.  Play around with the different options to refine your gradient, then go to the Gradient Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=664</id>
		<title>FlameFractalTutorial06</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial06&amp;diff=664"/>
				<updated>2015-05-23T00:50:17Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* How Can I create my own gradients? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Can I create my own gradients?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating your own gradient to use in your work is the best way to assure you have the perfect color where you want it in your fractal and Jwildfire has given us a great tool for this job. Open a fractal in the editor to start.&lt;br /&gt;
&lt;br /&gt;
In the editor window just above the left corner of the editor screen (where your fractal opens) you will see a “Gradient” button.  Clicking on that will bring up the currently loaded gradient as a bar across the bottom of the fractal window that has 2 arrow indicators under it with a circle of color that is showing the color it is pointed at.  You will also notice  whole new set of buttons just under the window.  The arrow indicators can be moved by clicking on the arrow portion and dragging it to the new position.  Clicking on the circle underneath brings up a color selector that you may use to select a new color for that spot.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut06_gradient_editing.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To start off making a whole new gradient, click on the large “Erase” key at the bottom to clear the gradient and give you a solid black bar which will also make your fractal all black.   Position one of the arrow indicators where you want your first color to start, click the circle to bring up the color picker and chose a color for that spot.  The tabs across the color picker give you several options for adjusting the color or you can simply use the swatches.  You will get a thin line of color in that spot.&lt;br /&gt;
&lt;br /&gt;
Once you have your first thin color bar move the second arrow to the position where you want the next color to start, chose a color and once that is done, click on the “Fade” button under the window.  You should now have a wide bar of color that fades from the first to the second color.  Continue until you have the gradient you want.  &lt;br /&gt;
&lt;br /&gt;
There are many other options, you may fade all the lines at once using the “Fade All” or you may set the arrows to define a section of the gradient you have and click copy then move the arrows to a new position and paste the same color pattern in that area.  Play around with the different options to refine your gradient, then go to the Gradient Tab at the bottom row (with the Camera, DOF, Color, and so on) and modify your colors in other ways.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Glossary&amp;diff=621</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Glossary&amp;diff=621"/>
				<updated>2015-04-13T15:50:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* A–Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A–Z==&lt;br /&gt;
Glossary of terms used in this Wiki&lt;br /&gt;
&lt;br /&gt;
{{glossary}}&lt;br /&gt;
{{term |affine}}&lt;br /&gt;
{{defn |}} as it relates to Jwidfire, the affines are the triangles.  The term as it applies to math is well defined here. [[Extension:Math World (http://mathworld.wolfram.com/Aff)|Math World]]&lt;br /&gt;
{{term |anti-aliasing}}ine.html&lt;br /&gt;
{{defn |a method to reduce unwanted visual effects like jaggy edges, which may also occur in flame-fractals}}&lt;br /&gt;
{{term |chaos game}}&lt;br /&gt;
{{defn |an often-used algorithm to compute flame-fractals}}&lt;br /&gt;
{{term |flame}}&lt;br /&gt;
{{defn |short notion of flame-fractal}}&lt;br /&gt;
{{term |flame-fractal}}&lt;br /&gt;
{{defn |a special kind of ifs, invented by Scott Draves with various esthetic improvements in mind}}&lt;br /&gt;
{{term |iterations}}&lt;br /&gt;
{{defn |Iteration means to repeat a process or function.}}&lt;br /&gt;
{{term |ifs}}&lt;br /&gt;
{{defn |iterated function system, a method to describe a certain families of fractals. A flame-fractal, invented by Scott Draves, is a special kind of ifs}}&lt;br /&gt;
{{term |noise}}&lt;br /&gt;
{{defn |when used in digital image creation noise refers to random variations in brightness and color that can appear in an image. Static on a television image is one example of noise.}}&lt;br /&gt;
{{term |quality}}&lt;br /&gt;
{{defn |a measurement of number of iterations inside the chaos game producing a visualisation of the flame-fractal. Usually, the higher number of iterations, the higher the visual quality is}}&lt;br /&gt;
{{term |transform}}&lt;br /&gt;
{{defn |one member-function of the iterated function system. All the transforms together must meat certain conditions in order to form a flame-fractal which is actually visible and visually appealing}}&lt;br /&gt;
&lt;br /&gt;
{{glossary end}}&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial05&amp;diff=620</id>
		<title>FlameFractalTutorial05</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial05&amp;diff=620"/>
				<updated>2015-04-03T07:30:36Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Generating random flames in the Main Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial I want to introduce a whole family of random-generators which help you to generate an endless number of flames as starting point.&lt;br /&gt;
You will see, that are not only Random-Flame-Generators, but also Random-Symmetry-Generators and Random-Color-Generators.&lt;br /&gt;
I also want to speak about the intention about all of this, and show some not so obvious features.&lt;br /&gt;
&lt;br /&gt;
=Random-Flame-Generators=&lt;br /&gt;
==Intention behind Random-Flame-Generators==&lt;br /&gt;
Random-Flame-Generators are a nice way to&lt;br /&gt;
#get started at all. E.g. if you have no clue what do to and what can be done, random-flames are one possible entry to the beautiful world of flame-fractals&lt;br /&gt;
#just play around and relax (especially when you use the Interactive Renderer, you can see how the image is create and immediately switch to the next random flame)&lt;br /&gt;
#get inspired&lt;br /&gt;
#explore new formula-combinations&lt;br /&gt;
&lt;br /&gt;
So, primarily, random-flames are thought to be educational or just fun, but they are not be intended to be artworks which you can claim as your work.&lt;br /&gt;
&lt;br /&gt;
==Please do not use raw randomly generated flames - tweak them instead==&lt;br /&gt;
There are numerous fractal artist out who create fantastic fractal art. &lt;br /&gt;
Even if the Random-Flame-Generators of JWildfire can also create visually appealing images (which someone maybe also could treat as some kind of art), &lt;br /&gt;
it is absolutely not intended to create actual fractal art. &lt;br /&gt;
&lt;br /&gt;
So, it is also not intended to render (unmodified) randomly generated flames and claim them as your work, or even worse, put your copyright sign on it.&lt;br /&gt;
&lt;br /&gt;
If you want to claim as your work, you have to work on them, i. e. you have to tweak them. But, you will find out, that tweaking is can be most the fun of it, &lt;br /&gt;
because you learn something during this process, always.&lt;br /&gt;
&lt;br /&gt;
=Generating random flames in the Main Editor=&lt;br /&gt;
Each time you start the flame-fractal-editor you will see two or three randomly generated fractals depending on the version of the software you are using. I. e., the Random-Flame-Generator is fired  up each time you start the application.&lt;br /&gt;
But, you can invoke it all the time, but beware, invoking the Random-Flame-Generator in the main-editor erases all flames you were currently working on by default. (this can be changed in the Preferences, see below).&lt;br /&gt;
&lt;br /&gt;
To generate a new list of random flames (the number of flames it generates can be adjusted in the Preferences, see below), just press the &amp;#039;&amp;#039;&amp;#039;Random batch&amp;#039;&amp;#039;&amp;#039;-button. If you see nothing visually appealing, just hit the button again, and again... etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Choosing a certain Random-generator==&lt;br /&gt;
In flame-fractals, as well as in any other fractals, there are endless possibilities. This means also that there are endless possibilities to create no (visual) fractal image at all. Or endless possibilities of creating visually non-appealing images (e. g. showing only some noise). &lt;br /&gt;
To simplify the search for &amp;quot;interesting shapes&amp;quot;, in JWildfire there are numerous specialized random-generators which create random flames of a certain &amp;quot;style&amp;quot;.&lt;br /&gt;
I.e. they have the &amp;quot;knowledge&amp;quot; to create some base shape and create variations of this. &lt;br /&gt;
&lt;br /&gt;
At the top of the editor window to the right of the random batch button you will see a random generator drop down menu that says &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039; which contains all of the specialized generators. This is the default one, it internally choses each time it is invoked, a generator from the list and generates a new fractal. If you have a certain flame and want to know which generator was uses, just have a look at the title. It usually has the name of the (sub)generator as prefix&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, if you are interested in a special style, you can also restrict the generation to this style. Just select the style of your choice in the &amp;#039;&amp;#039;&amp;#039;Random Generator&amp;#039;&amp;#039;&amp;#039;-listbox and press the &amp;#039;&amp;#039;&amp;#039;Random batch&amp;#039;&amp;#039;&amp;#039;-button again.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_randgen.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Random-Symmetry-generators=&lt;br /&gt;
You can combine randomly generated flames with random generated symmetry. So, there are not only Random-Flames-Generators, there are also additional algorithms, which may alter the post-symmetry of the generated random-flames.&amp;lt;br&amp;gt;&lt;br /&gt;
There are the following choices:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&amp;#039;: (No post-symmetry, just plain random flame)&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;XAxis&amp;#039;&amp;#039;&amp;#039;: generate a symmetry along the x-axis with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;YAxis&amp;#039;&amp;#039;&amp;#039;: generate a symmetry along the y-axis with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Point&amp;#039;&amp;#039;&amp;#039;: generate a point-symmetry with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;: randomly generate any symmetry with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;All (sparse)&amp;#039;&amp;#039;&amp;#039;: same as &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;, but with less probabilty, when chosen, only sometimes your flames have random post-symmetry&lt;br /&gt;
&lt;br /&gt;
==Choosing a certain Random-Symmetry-Generator==&lt;br /&gt;
You may change the Random-Symmetry-Generator from the left listbox after the &amp;#039;&amp;#039;&amp;#039;Symmetry/Gradient&amp;#039;&amp;#039;&amp;#039;-label:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_randgen_symmetry.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Random-Gradient-Generators=&lt;br /&gt;
To generate gradients (&amp;quot;colors&amp;quot;) for your fractals there are several choices, including again... random-generators, the Random-Gradient-Generators.&lt;br /&gt;
There are currently the following choices:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Strong hue&amp;#039;&amp;#039;&amp;#039;: creates smooth gradients with strong staturated colors&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Stripes&amp;#039;&amp;#039;&amp;#039;: creates gradients with many different colors at small area (looks like stripes)&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Monochrome&amp;#039;&amp;#039;&amp;#039;: creates smooth monochrome (not gray) gradients&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Smooth&amp;#039;&amp;#039;&amp;#039;: creates smooth gradients with smooth colors&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Two colors&amp;#039;&amp;#039;&amp;#039;: creates gradients which contain of the transition of two colors&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;: choses randomly one actual generator as delegate&lt;br /&gt;
The default is the &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;-Random-Gradient-Generators&lt;br /&gt;
&lt;br /&gt;
==Choosing a certain Random-Gradient-Generator==&lt;br /&gt;
You may also combine a certain Random-Gradient-Generator with your set of a Random-Flame-Generator and a Random-Symmetry-Generator,&lt;br /&gt;
in order to do this, you may select it from the right listbox after the &amp;#039;&amp;#039;&amp;#039;Symmetry/Gradient&amp;#039;&amp;#039;&amp;#039;-label:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_randgen_colors.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Special Random-Flame-Generators=&lt;br /&gt;
==Color Map==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Color Map&amp;#039;&amp;#039;&amp;#039;-generator is a Meta-Random-Flame-Generator. I.e., it uses other Random-Flame-Generators to create a base-shape and combines this with an image map. The intention is to generate a mixture of an image and an image-map. Per default, the generator uses only randomly generated images, but you may specify a drawer, where it choses your images in a randomly manner.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To specify the path see the property &amp;#039;&amp;#039;&amp;#039;tinaRandGenColorMapImagePath&amp;#039;&amp;#039;&amp;#039; in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Because this generator is very &amp;quot;special&amp;quot;, may take a significant amount of memory, and it may take some time to get any interesting result, it is not included in the &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;-generator, i. e. you must chose it explicitely to use it. Here is an example (pure random flame, using my own library of wallpapers as input-source):&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_colormap_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Duality==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Random-Flame-Generator is inteneded to explore new intersting combinations of formulas/variations and my be customized using the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
It basically creates a flame with transforms, a first transform with a low weight (and some variations), and a seconds transform with a very high weight (and some other variations).&lt;br /&gt;
This may lead to some very interesting combinations, here is an example (just &amp;#039;&amp;#039;&amp;#039;linear&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;handkerchief&amp;#039;&amp;#039;&amp;#039;, the params are provided in the Appendix):&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_duality_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You may change the following parameters in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariation&amp;#039;&amp;#039;&amp;#039;: comma-separated list of the variation-names you prefer to play with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability1&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 1&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability2&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 2&lt;br /&gt;
&lt;br /&gt;
=Browsing random flames in the &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
You may also generate random flames in the &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039;. But here it is more intended as &amp;quot;game&amp;quot; or a way to relax, than to actually &amp;#039;&amp;#039;&amp;#039;create&amp;#039;&amp;#039;&amp;#039; something. &lt;br /&gt;
&lt;br /&gt;
You just watch the computer do things and enjoy. Just head out for the &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039;-button in order to get started. &lt;br /&gt;
A random fractal will be generated and rendered. If you like it, enjoy how it gets more clear, you may finally save the params or send them to the &amp;#039;&amp;#039;&amp;#039;Main Editor&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
If you don&amp;#039;t like it, just press the &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039;-button again. And so on.&lt;br /&gt;
You may also choose a prefered style here:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_ir.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Settings related to Random-Flame-Generators in the Preferences=&lt;br /&gt;
Here is a summary of all settings related to Random-Flame-Generators, you may change in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandomBatchSize&amp;#039;&amp;#039;&amp;#039;: Number of randomly generated flames at each invocation of the &amp;#039;&amp;#039;&amp;#039;Random batch&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandomBatchRefreshType&amp;#039;&amp;#039;&amp;#039;: How to add to randomly generated flames to the editor. There are the following choices:&lt;br /&gt;
##&amp;#039;&amp;#039;&amp;#039;CLEAR&amp;#039;&amp;#039;&amp;#039;: clear all flames and replace by the new generated batch (This is the default)&lt;br /&gt;
##&amp;#039;&amp;#039;&amp;#039;INSERT&amp;#039;&amp;#039;&amp;#039;: insert the newly generated flames at the top of the flames-strip, i.e. keep all of the current flames&lt;br /&gt;
##&amp;#039;&amp;#039;&amp;#039;APPEND&amp;#039;&amp;#039;&amp;#039;: append the new flames at the bottom of the flames-strip, i.e. keep all of the current flames&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandomBatchBGColorRed&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;tinaRandomBatchBGColorGreen&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;tinaRandomBatchBGColorBlue&amp;#039;&amp;#039;&amp;#039;: specify a background color for your random flames, defaults to black&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariation&amp;#039;&amp;#039;&amp;#039;: list of prefered variation names, used by the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability1&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 1, used by the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability2&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 2, used by the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenColorMapImagePath&amp;#039;&amp;#039;&amp;#039;: path to images, used by the &amp;#039;&amp;#039;&amp;#039;Color Map&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We have learned that there a several Random-Flame-Generators (also refered as &amp;quot;styles&amp;quot;) in JWildfire, and that they can be combined with Random-Symmetry-Generators and Random-Gradient-Generators.&lt;br /&gt;
Some of those generators are somewhat special, and can be customized in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;. You can not only generate random flames in the &amp;#039;&amp;#039;&amp;#039;Main Editor&amp;#039;&amp;#039;&amp;#039;, but also in the &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; to enjoy them in a more playful way.&lt;br /&gt;
There is a also somewhat of a codex to use random flames, never claim them to be your work without actually having tweaked (i. e. worked on) them.&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Example-Flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame name=&amp;quot;Duality - 1170500856&amp;quot; smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.40 (14.03.2015)&amp;quot; size=&amp;quot;424 239&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;82.26979558488263&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;25.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;37.934455950675904&amp;quot; color=&amp;quot;0.74488914&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear=&amp;quot;1.0&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.9055832835889546 -0.44456674373246763&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;318.03442409671516&amp;quot; color=&amp;quot;0.90312262&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.95&amp;quot; handkerchief=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.8536367387910008 -0.023644939722906183 0.023644939722906183 0.8536367387910008 0.5110657346940026 -0.5510758968043676&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
214304314805414E05515306615907715E07816408926908A26F09B2740AC27A0AD27F0B&lt;br /&gt;
D78418DB8827DE8D36E29144E59553E99A62EC9E71F0A380F3A78EF7AB9DFAB0ACEBA6AB&lt;br /&gt;
D696A5C1879FAC789997689382598C6D4986583A80432B7A2E1B74190C6D110668100562&lt;br /&gt;
0F055C0E05560E04510D044B0C04450C033F0B033A0A033409022E0A022D0B02320D0337&lt;br /&gt;
0E033D0F034211034712044C14045115045617055B1805601D0860290F58351750401E48&lt;br /&gt;
4C263F582D3764352F6F3C277B441F874C1793530E9D5B0DA16323A66B38AA744EAF7C64&lt;br /&gt;
B3847AB88C90BC95A6C19DBBC5A5D1CAADE7CDB4F9BEA6E3AF97CC9F89B6907BA0816D89&lt;br /&gt;
725F7363505C544246453430362619271803381D094B22115D2819702E20833428953A2F&lt;br /&gt;
A84037BB453FCD4B46E0514EF35756E95951DA5B4ACA5C42BB5E3BAB5F349C612D8D6225&lt;br /&gt;
7D641E6E65175E670F4F690847630C425A153E511E394827353F303036392C2D4227254A&lt;br /&gt;
231C531E135C1A0A651A06701E077B21078725089228089E2C09A9300AB5330AC0370BCC&lt;br /&gt;
3A0BD73E0CE33E0DE03A0FCB3612B63114A22D168D291978251B63211D4F1C203A182225&lt;br /&gt;
142410152B02223A032F49043C58054968055677066386077096087DA5098AB40A97C30A&lt;br /&gt;
A2D00BA4D20BA6D40BA8D70BAAD90BABDB0BADDD0CAFDF0CB1E10CB2E30CB4E50CB5E60C&lt;br /&gt;
A8D2139ABD198DA9207F952772802D646C3456573A4943413B2F472E1A4E20065427054F&lt;br /&gt;
30064838084141093A4A0A33530B2C5B0D25640E1E6D0F177510107E120986220F8D371A&lt;br /&gt;
944C249B602FA27539A98944B09E4EB7B359BEC763C5DC6ECDF178CEEC75CCDA6BCAC861&lt;br /&gt;
C8B557C6A34CC49142C27F38C06C2EBE5A23BC4819BA360FB52B14AE2826A72539A0224C&lt;br /&gt;
991F5F911C718A19848316977C13A97510BC6D0DCF660BD35E0AC35509B24D08A1450790&lt;br /&gt;
3D077F35066E2D055D24044C1C033B14032A0F021D13041B1806191C0816200A14250B11&lt;br /&gt;
290D0F2D0F0C32110A3613083A14054018064E281C5C38336B484979585F87697696798C&lt;br /&gt;
A489A3B299B9C0A9CFCFB9E6&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial05&amp;diff=619</id>
		<title>FlameFractalTutorial05</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial05&amp;diff=619"/>
				<updated>2015-04-03T07:08:42Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Please do not use raw randomly generated flames - tweak them instead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial I want to introduce a whole family of random-generators which help you to generate an endless number of flames as starting point.&lt;br /&gt;
You will see, that are not only Random-Flame-Generators, but also Random-Symmetry-Generators and Random-Color-Generators.&lt;br /&gt;
I also want to speak about the intention about all of this, and show some not so obvious features.&lt;br /&gt;
&lt;br /&gt;
=Random-Flame-Generators=&lt;br /&gt;
==Intention behind Random-Flame-Generators==&lt;br /&gt;
Random-Flame-Generators are a nice way to&lt;br /&gt;
#get started at all. E.g. if you have no clue what do to and what can be done, random-flames are one possible entry to the beautiful world of flame-fractals&lt;br /&gt;
#just play around and relax (especially when you use the Interactive Renderer, you can see how the image is create and immediately switch to the next random flame)&lt;br /&gt;
#get inspired&lt;br /&gt;
#explore new formula-combinations&lt;br /&gt;
&lt;br /&gt;
So, primarily, random-flames are thought to be educational or just fun, but they are not be intended to be artworks which you can claim as your work.&lt;br /&gt;
&lt;br /&gt;
==Please do not use raw randomly generated flames - tweak them instead==&lt;br /&gt;
There are numerous fractal artist out who create fantastic fractal art. &lt;br /&gt;
Even if the Random-Flame-Generators of JWildfire can also create visually appealing images (which someone maybe also could treat as some kind of art), &lt;br /&gt;
it is absolutely not intended to create actual fractal art. &lt;br /&gt;
&lt;br /&gt;
So, it is also not intended to render (unmodified) randomly generated flames and claim them as your work, or even worse, put your copyright sign on it.&lt;br /&gt;
&lt;br /&gt;
If you want to claim as your work, you have to work on them, i. e. you have to tweak them. But, you will find out, that tweaking is can be most the fun of it, &lt;br /&gt;
because you learn something during this process, always.&lt;br /&gt;
&lt;br /&gt;
=Generating random flames in the Main Editor=&lt;br /&gt;
Each time you start the flame-fractal-editor you will see three randomly generated fractals. I. e., the Random-Flame-Generator is fired  up each time you start the application.&lt;br /&gt;
But, you can invoke it all the time, but beware, invoking the Random-Flame-Generator in the main-editor erases by default all flames you were currently working on (this can be changed in the Preferences, see below).&lt;br /&gt;
&lt;br /&gt;
To generate a new list of random flames (also the length of this can be adjusted in the Preferences, see below), just press the &amp;#039;&amp;#039;&amp;#039;Random batch&amp;#039;&amp;#039;&amp;#039;-button. If you see nothing visually appealing, just hit the button again, and again... etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Choosing a certain Random-generator==&lt;br /&gt;
In flame-fractals, as well as in any other fractals, there are endless possibilities. This means also that there are endless possibilities to create no (visual) fractal image at all. Or endless possiblities of creating visually non-appealing images (e. g. showing only some noise). &lt;br /&gt;
To simplify the search for &amp;quot;interesting shapes&amp;quot;, in JWildfire there are numerous specialized random-generators which create random flames of a certain &amp;quot;style&amp;quot;.&lt;br /&gt;
I.e. they have the &amp;quot;knowledge&amp;quot; to create some base shape and create variations of this. &lt;br /&gt;
&lt;br /&gt;
There is one special Random-Flame-Generator called &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039; which contains all of the specialized generators. This is the default one, it internally choses each time it is invoked, a certain actual generator, and delegates the actual generation to this one. If you have a certain flame and guess which generator was uses, just have a look at the title. It usually has the name of the (sub)generator as prefix&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, if you are interested in a special style, you can also restrict the generation to this style. Just select the style of your choice in the &amp;#039;&amp;#039;&amp;#039;Random Generator&amp;#039;&amp;#039;&amp;#039;-listbox and press the &amp;#039;&amp;#039;&amp;#039;Random batch&amp;#039;&amp;#039;&amp;#039;-button again.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_randgen.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Random-Symmetry-generators=&lt;br /&gt;
You can combine randomly generated flames with random generated symmetry. So, there are not only Random-Flames-Generators, there are also additional algorithms, which may alter the post-symmetry of the generated random-flames.&amp;lt;br&amp;gt;&lt;br /&gt;
There are the following choices:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;None&amp;#039;&amp;#039;&amp;#039;: (No post-symmetry, just plain random flame)&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;XAxis&amp;#039;&amp;#039;&amp;#039;: generate a symmetry along the x-axis with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;YAxis&amp;#039;&amp;#039;&amp;#039;: generate a symmetry along the y-axis with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Point&amp;#039;&amp;#039;&amp;#039;: generate a point-symmetry with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;: randomly generate any symmetry with randomly generated parameters&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;All (sparse)&amp;#039;&amp;#039;&amp;#039;: same as &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;, but with less probabilty, when chosen, only sometimes your flames have random post-symmetry&lt;br /&gt;
&lt;br /&gt;
==Choosing a certain Random-Symmetry-Generator==&lt;br /&gt;
You may change the Random-Symmetry-Generator from the left listbox after the &amp;#039;&amp;#039;&amp;#039;Symmetry/Gradient&amp;#039;&amp;#039;&amp;#039;-label:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_randgen_symmetry.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Random-Gradient-Generators=&lt;br /&gt;
To generate gradients (&amp;quot;colors&amp;quot;) for your fractals there are several choices, including again... random-generators, the Random-Gradient-Generators.&lt;br /&gt;
There are currently the following choices:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Strong hue&amp;#039;&amp;#039;&amp;#039;: creates smooth gradients with strong staturated colors&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Stripes&amp;#039;&amp;#039;&amp;#039;: creates gradients with many different colors at small area (looks like stripes)&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Monochrome&amp;#039;&amp;#039;&amp;#039;: creates smooth monochrome (not gray) gradients&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Smooth&amp;#039;&amp;#039;&amp;#039;: creates smooth gradients with smooth colors&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Two colors&amp;#039;&amp;#039;&amp;#039;: creates gradients which contain of the transition of two colors&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;: choses randomly one actual generator as delegate&lt;br /&gt;
The default is the &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;-Random-Gradient-Generators&lt;br /&gt;
&lt;br /&gt;
==Choosing a certain Random-Gradient-Generator==&lt;br /&gt;
You may also combine a certain Random-Gradient-Generator with your set of a Random-Flame-Generator and a Random-Symmetry-Generator,&lt;br /&gt;
in order to do this, you may select it from the right listbox after the &amp;#039;&amp;#039;&amp;#039;Symmetry/Gradient&amp;#039;&amp;#039;&amp;#039;-label:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_randgen_colors.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Special Random-Flame-Generators=&lt;br /&gt;
==Color Map==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Color Map&amp;#039;&amp;#039;&amp;#039;-generator is a Meta-Random-Flame-Generator. I.e., it uses other Random-Flame-Generators to create a base-shape and combines this with an image map. The intention is to generate a mixture of an image and an image-map. Per default, the generator uses only randomly generated images, but you may specify a drawer, where it choses your images in a randomly manner.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To specify the path see the property &amp;#039;&amp;#039;&amp;#039;tinaRandGenColorMapImagePath&amp;#039;&amp;#039;&amp;#039; in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Because this generator is very &amp;quot;special&amp;quot;, may take a significant amount of memory, and it may take some time to get any interesting result, it is not included in the &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039;-generator, i. e. you must chose it explicitely to use it. Here is an example (pure random flame, using my own library of wallpapers as input-source):&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_colormap_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Duality==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Random-Flame-Generator is inteneded to explore new intersting combinations of formulas/variations and my be customized using the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
It basically creates a flame with transforms, a first transform with a low weight (and some variations), and a seconds transform with a very high weight (and some other variations).&lt;br /&gt;
This may lead to some very interesting combinations, here is an example (just &amp;#039;&amp;#039;&amp;#039;linear&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;handkerchief&amp;#039;&amp;#039;&amp;#039;, the params are provided in the Appendix):&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_duality_example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You may change the following parameters in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariation&amp;#039;&amp;#039;&amp;#039;: comma-separated list of the variation-names you prefer to play with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability1&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 1&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability2&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 2&lt;br /&gt;
&lt;br /&gt;
=Browsing random flames in the &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
You may also generate random flames in the &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039;. But here it is more intended as &amp;quot;game&amp;quot; or a way to relax, than to actually &amp;#039;&amp;#039;&amp;#039;create&amp;#039;&amp;#039;&amp;#039; something. &lt;br /&gt;
&lt;br /&gt;
You just watch the computer do things and enjoy. Just head out for the &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039;-button in order to get started. &lt;br /&gt;
A random fractal will be generated and rendered. If you like it, enjoy how it gets more clear, you may finally save the params or send them to the &amp;#039;&amp;#039;&amp;#039;Main Editor&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
If you don&amp;#039;t like it, just press the &amp;#039;&amp;#039;&amp;#039;Next&amp;#039;&amp;#039;&amp;#039;-button again. And so on.&lt;br /&gt;
You may also choose a prefered style here:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut05_ir.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Settings related to Random-Flame-Generators in the Preferences=&lt;br /&gt;
Here is a summary of all settings related to Random-Flame-Generators, you may change in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandomBatchSize&amp;#039;&amp;#039;&amp;#039;: Number of randomly generated flames at each invocation of the &amp;#039;&amp;#039;&amp;#039;Random batch&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandomBatchRefreshType&amp;#039;&amp;#039;&amp;#039;: How to add to randomly generated flames to the editor. There are the following choices:&lt;br /&gt;
##&amp;#039;&amp;#039;&amp;#039;CLEAR&amp;#039;&amp;#039;&amp;#039;: clear all flames and replace by the new generated batch (This is the default)&lt;br /&gt;
##&amp;#039;&amp;#039;&amp;#039;INSERT&amp;#039;&amp;#039;&amp;#039;: insert the newly generated flames at the top of the flames-strip, i.e. keep all of the current flames&lt;br /&gt;
##&amp;#039;&amp;#039;&amp;#039;APPEND&amp;#039;&amp;#039;&amp;#039;: append the new flames at the bottom of the flames-strip, i.e. keep all of the current flames&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandomBatchBGColorRed&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;tinaRandomBatchBGColorGreen&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;tinaRandomBatchBGColorBlue&amp;#039;&amp;#039;&amp;#039;: specify a background color for your random flames, defaults to black&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariation&amp;#039;&amp;#039;&amp;#039;: list of prefered variation names, used by the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability1&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 1, used by the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenDualityPreferedVariationProbability2&amp;#039;&amp;#039;&amp;#039;: probability to use one of the specified prefered variations in transform 2, used by the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;tinaRandGenColorMapImagePath&amp;#039;&amp;#039;&amp;#039;: path to images, used by the &amp;#039;&amp;#039;&amp;#039;Color Map&amp;#039;&amp;#039;&amp;#039;-Randon-Flame-Generator&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We have learned that there a several Random-Flame-Generators (also refered as &amp;quot;styles&amp;quot;) in JWildfire, and that they can be combined with Random-Symmetry-Generators and Random-Gradient-Generators.&lt;br /&gt;
Some of those generators are somewhat special, and can be customized in the &amp;#039;&amp;#039;&amp;#039;Preferences&amp;#039;&amp;#039;&amp;#039;. You can not only generate random flames in the &amp;#039;&amp;#039;&amp;#039;Main Editor&amp;#039;&amp;#039;&amp;#039;, but also in the &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; to enjoy them in a more playful way.&lt;br /&gt;
There is a also somewhat of a codex to use random flames, never claim them to be your work without actually having tweaked (i. e. worked on) them.&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the &amp;#039;&amp;#039;&amp;#039;Duality&amp;#039;&amp;#039;&amp;#039;-Example-Flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame name=&amp;quot;Duality - 1170500856&amp;quot; smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.40 (14.03.2015)&amp;quot; size=&amp;quot;424 239&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;82.26979558488263&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;25.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;37.934455950675904&amp;quot; color=&amp;quot;0.74488914&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear=&amp;quot;1.0&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.9055832835889546 -0.44456674373246763&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;318.03442409671516&amp;quot; color=&amp;quot;0.90312262&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.95&amp;quot; handkerchief=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.8536367387910008 -0.023644939722906183 0.023644939722906183 0.8536367387910008 0.5110657346940026 -0.5510758968043676&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
214304314805414E05515306615907715E07816408926908A26F09B2740AC27A0AD27F0B&lt;br /&gt;
D78418DB8827DE8D36E29144E59553E99A62EC9E71F0A380F3A78EF7AB9DFAB0ACEBA6AB&lt;br /&gt;
D696A5C1879FAC789997689382598C6D4986583A80432B7A2E1B74190C6D110668100562&lt;br /&gt;
0F055C0E05560E04510D044B0C04450C033F0B033A0A033409022E0A022D0B02320D0337&lt;br /&gt;
0E033D0F034211034712044C14045115045617055B1805601D0860290F58351750401E48&lt;br /&gt;
4C263F582D3764352F6F3C277B441F874C1793530E9D5B0DA16323A66B38AA744EAF7C64&lt;br /&gt;
B3847AB88C90BC95A6C19DBBC5A5D1CAADE7CDB4F9BEA6E3AF97CC9F89B6907BA0816D89&lt;br /&gt;
725F7363505C544246453430362619271803381D094B22115D2819702E20833428953A2F&lt;br /&gt;
A84037BB453FCD4B46E0514EF35756E95951DA5B4ACA5C42BB5E3BAB5F349C612D8D6225&lt;br /&gt;
7D641E6E65175E670F4F690847630C425A153E511E394827353F303036392C2D4227254A&lt;br /&gt;
231C531E135C1A0A651A06701E077B21078725089228089E2C09A9300AB5330AC0370BCC&lt;br /&gt;
3A0BD73E0CE33E0DE03A0FCB3612B63114A22D168D291978251B63211D4F1C203A182225&lt;br /&gt;
142410152B02223A032F49043C58054968055677066386077096087DA5098AB40A97C30A&lt;br /&gt;
A2D00BA4D20BA6D40BA8D70BAAD90BABDB0BADDD0CAFDF0CB1E10CB2E30CB4E50CB5E60C&lt;br /&gt;
A8D2139ABD198DA9207F952772802D646C3456573A4943413B2F472E1A4E20065427054F&lt;br /&gt;
30064838084141093A4A0A33530B2C5B0D25640E1E6D0F177510107E120986220F8D371A&lt;br /&gt;
944C249B602FA27539A98944B09E4EB7B359BEC763C5DC6ECDF178CEEC75CCDA6BCAC861&lt;br /&gt;
C8B557C6A34CC49142C27F38C06C2EBE5A23BC4819BA360FB52B14AE2826A72539A0224C&lt;br /&gt;
991F5F911C718A19848316977C13A97510BC6D0DCF660BD35E0AC35509B24D08A1450790&lt;br /&gt;
3D077F35066E2D055D24044C1C033B14032A0F021D13041B1806191C0816200A14250B11&lt;br /&gt;
290D0F2D0F0C32110A3613083A14054018064E281C5C38336B484979585F87697696798C&lt;br /&gt;
A489A3B299B9C0A9CFCFB9E6&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial03&amp;diff=585</id>
		<title>FlameFractalTutorial03</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial03&amp;diff=585"/>
				<updated>2015-03-19T17:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Change a formula from linear to something different */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show how to use the numerous variations to create more complex fractals.&lt;br /&gt;
&lt;br /&gt;
To proceed, please load the example flame from the previous tutorial into your editor. In order to do this:&lt;br /&gt;
#Enter the Appendix of the previous tutorial, look for the text-box with some cryptic text starting with &amp;quot;&amp;lt;flame...&amp;quot;. Select this text with your mouse, i.e. starting at &amp;quot;&amp;lt;flame...&amp;quot; until (and including) &amp;quot;&amp;lt;/flame&amp;gt;&amp;quot; at the botton. Copy this text into the clipboard (on most platforms pressing &amp;#039;&amp;#039;&amp;#039;&amp;lt;Ctrl+C&amp;gt;&amp;#039;&amp;#039;&amp;#039;). &lt;br /&gt;
#Enter the main-flame-editor and press the &amp;#039;&amp;#039;&amp;#039;From Clipboard&amp;#039;&amp;#039;&amp;#039;-button. If all went right, you should see a red-brown fractal.&lt;br /&gt;
&lt;br /&gt;
==In the beginnig everything is linear==&lt;br /&gt;
When you add a new transform, you always will see the word &amp;quot;linear3D&amp;quot; in the &amp;#039;&amp;#039;&amp;#039;Transformations-table&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
The table shows the &amp;quot;formulas&amp;quot; added to a transform. Per default the most simple formula is added to a transform, a line. But because in JWildfire a flame is usually 3D, it is a line in 3D-space, and is called &amp;quot;linear3D&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To make the influence of the formulas (together with the transforms, see the first tutorial) visible, just press the &amp;#039;&amp;#039;&amp;#039;Display/hide variation effect&amp;#039;&amp;#039;&amp;#039;-button on the top editor-area. &lt;br /&gt;
&lt;br /&gt;
When you have chosen the example-flame and pressed this button, you will see a slightly rotated grid at a certain position. &lt;br /&gt;
The rotation comes from the rotation of the transform, the size comes from the size of the transform, and the position from the position of the transform.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut03_show_formula.jpg]]&lt;br /&gt;
&lt;br /&gt;
But, the &amp;#039;&amp;#039;&amp;#039;shape&amp;#039;&amp;#039;&amp;#039; comes from the formulas, also called &amp;#039;&amp;#039;&amp;#039;variations&amp;#039;&amp;#039;&amp;#039;, sometimes called &amp;#039;&amp;#039;&amp;#039;plugins&amp;#039;&amp;#039;&amp;#039; inside this transform. The figure displayed is always the result of applying the selecting transform (together with the formulas) to a square grid.&lt;br /&gt;
&lt;br /&gt;
So, moving, rotating, sizing and applying a linear transform (i.e. another scale) to a square creates another square, which may have an altered position, size and orientation.&lt;br /&gt;
&lt;br /&gt;
==There a few hundreds of formulas to play with==&lt;br /&gt;
In the first tutorial we saw how many different shapes we could create by just using two transforms, each with the &amp;quot;linear3D&amp;quot;-formula assigned. &lt;br /&gt;
&lt;br /&gt;
But there were many creative human minds active to create hundreds of different of formulas, and we can use more than one of those formulas inside each transforms. &lt;br /&gt;
And each formula may have certain params. Impossible, to try all out all the possiblities in a life time, but a lot of fun, to play around :-)&lt;br /&gt;
&lt;br /&gt;
==Change a formula from linear to something different==&lt;br /&gt;
In order to change formulas and their parameters you have to enter the &amp;#039;&amp;#039;&amp;#039;Nonlinear&amp;#039;&amp;#039;&amp;#039;-tab under the &amp;#039;&amp;#039;&amp;#039;TransformationS&amp;#039;&amp;#039;&amp;#039;-tab. &lt;br /&gt;
Currently, you may have up two 12 different formulas at each transform. So, currently, you see 12 places to change formula and the parameters of this formula.&lt;br /&gt;
&lt;br /&gt;
In this tutorial we will not use much of it, just change &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; formula and see how &amp;#039;&amp;#039;&amp;#039;big&amp;#039;&amp;#039;&amp;#039; this change is.&lt;br /&gt;
&lt;br /&gt;
Just enter the &amp;#039;&amp;#039;&amp;#039;Nonlinear&amp;#039;&amp;#039;&amp;#039;-tab and enter the listbox labelled &amp;#039;&amp;#039;&amp;#039;Variation 1&amp;#039;&amp;#039;&amp;#039;. Press the &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;-letter to select some formula starting with &amp;quot;s&amp;quot;, and then click with the mouse at this listbox, you should now see the formula &amp;#039;&amp;#039;&amp;#039;spherical&amp;#039;&amp;#039;&amp;#039; and be able to seldct it by just clicking at it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After that, your view should change in a drastic way.  &lt;br /&gt;
The square shape of the formula-view is replaced by some strange grid, and the fractal itself has changed significantly:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut03_change_formula.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Play around with different formulas==&lt;br /&gt;
You may easily play around with lots (hundreds) of different formulas by just not leaving the listbox. Just keep inside the listbox with the cursor, and press the cursor keys to navigate through. At each change of the list-box, you will see a an update both of the fractal and the grid.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut03_change_formula2.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We learned a way to exchange the default linear formula by any of the numerous included different ones and how to display the influence of formulas.&lt;br /&gt;
But, we only scratched the topic, there are multiple formulas per transform, and multiple parameters per formulas, lots of stuff for more tutorials...&lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Previous tutorial]] | [[FlameFractalTutorial04|Next tutorial]]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=584</id>
		<title>FlameFractalTutorial02</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=584"/>
				<updated>2015-03-19T17:26:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Conclusion */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show how to change the color of your fractal by controlling one of the following aspects:&lt;br /&gt;
#gradient&lt;br /&gt;
#color index&lt;br /&gt;
#color speed&lt;br /&gt;
&lt;br /&gt;
To proceed, please load the example flame from the previous tutorial into your editor. In order to do this:&lt;br /&gt;
#Enter the Appendix of the previous tutorial, look for the text-box with some cryptic text starting with &amp;quot;&amp;lt;flame...&amp;quot;. Select this text with your mouse, i.e. starting at &amp;quot;&amp;lt;flame...&amp;quot; until (and including) &amp;quot;&amp;lt;/flame&amp;gt;&amp;quot; at the botton. Copy this text into the clipboard (on most platforms pressing &amp;#039;&amp;#039;&amp;#039;&amp;lt;Ctrl+C&amp;gt;&amp;#039;&amp;#039;&amp;#039;). &lt;br /&gt;
#Enter the main-flame-editor and press the &amp;#039;&amp;#039;&amp;#039;From Clipboard&amp;#039;&amp;#039;&amp;#039;-button. If all went right, you should see a monochrome blue fractal.&lt;br /&gt;
&lt;br /&gt;
=How coloring works=&lt;br /&gt;
Each flame-fractal has a so-called &amp;#039;&amp;#039;&amp;#039;gradient&amp;#039;&amp;#039;&amp;#039; assigned to itself. A gradient is a collection of colors which is used inside your fractal. &lt;br /&gt;
Most fractals have gradients with contain more or less smooth transitions between certain dominant colors. &lt;br /&gt;
&lt;br /&gt;
During the calculation of the fractal, colors are chosen from this gradient by a certain algorithm. You may both control, how the colors are chosen (at a certain level), and which colors are chosen (by providing a certain gradient).&lt;br /&gt;
&lt;br /&gt;
=Gradients=&lt;br /&gt;
To see and modify the gradient of your current flame, enter the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039;-tab at the bottom area of the flame-editor&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_gradients.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you enter this tab and play around with some of the controls (you may create a new gradient, or choose another one from the library, for example), you will see, that the color of the fractsal changes, but it is always monochrome.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_change_gradient.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, even if we have the largest collection of the coolests gradients ever, we need some more control to actually to be able to use colors inside them!&lt;br /&gt;
&lt;br /&gt;
=Color index=&lt;br /&gt;
We do not want to go into deep detail here, but want to provide at least some basic understanding, because it really counts here.&lt;br /&gt;
&lt;br /&gt;
Each transform has two gradient-related properties assigned (you find them at the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-tab under the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;: start-position inside the gradient&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;: diffusion-speed for this position through the gradient (by traversing to other transforms)&lt;br /&gt;
It may sound simple and complicated at the same time, and both is true.&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Flametut02_color_index1.jpg]]&lt;br /&gt;
&lt;br /&gt;
It is recommended to play with both settings a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; to get a feeling how they work. &lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s do this with example flame. When you add a new transform it will select the zero position on the color slider as it&amp;#039;s default, so both of your transforms at the moment have the position of zero, or the same color which created a monochrome image. Activate the first transform and change the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-property (slider). The fractal should now turn from monochrome into some shape using two different colors from the gradient.&lt;br /&gt;
This is because our two different transforms now use different start-positions inside the gradient (the first we have changed to something other than 0, the the second transform still uses the original value of 0, so they are different).&lt;br /&gt;
&lt;br /&gt;
Change the &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;-property (slider) to change how those different colors are &amp;quot;blended&amp;quot; into each other. In our case we have two different values: the blending from the first transform to the seconds transform (which is the speed-parameter of the first transform) and vice versa. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut02_color_index2.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Don&amp;#039;t become overwhelmed=&lt;br /&gt;
Please note, that it is very hard to understand/control how all this works together in more complicated flames. So, if you feel, that this is overwhelming you (from a theoretical point of view) at this step, just do not try to actually understand it, it is not a shame to not understand it, and in fact, most people don&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
But, you should know, which controls you can use to affect the coloring, and for now those two values &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; together with the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039; are the most important ones to start with. &lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We learned that the choice of a gradient is important, but is not sufficient to color your fractal.&lt;br /&gt;
We also learned that the actual coloring algorithm is quiet complicated (for a beginner, and sometimes even for fractal artist), and we have a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; of controls. The controls to start are &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; at a transform-basis, i.e., the more transforms, the more possibilities.&lt;br /&gt;
&lt;br /&gt;
==Anecdote==&lt;br /&gt;
I have sometimes seen competitions to create &amp;quot;the coolest fractal by using only one transform&amp;quot;, using the most coolest special variations/plugins (later more on this) and such. &lt;br /&gt;
We now have learned that this is not really cool, because a flame-fractal with only one transform will be monochrome.&lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial01|Previous tutorial]] | [[FlameFractalTutorial03|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.58&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;-0.23&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.56&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4B3A2F3A2B2B2B221C1C1C161111111111111111110B110B0B0B0B0B0B0B0B0B0B0B0B0B&lt;br /&gt;
0B0B0B0B110B1111111C11112B16113C1C164D2D1C5E36207744228D5A2DAD6532BF6A32&lt;br /&gt;
CB7543BA754EAF70438D603E804F3E71493372422B7A4D2B974916A0491C8A491675411A&lt;br /&gt;
673C2553311A4D31143C1C112D110B1A110B1111111111111111111C161127161636221C&lt;br /&gt;
3C2216512216512211572711682D0B8332009C3D009943058843057D320B6B33116B3311&lt;br /&gt;
6832116633115A3E225336205C401E604427603E2D684938774F387E513A88603E88603E&lt;br /&gt;
885A38755336664933643C31603C2B603E275A3E275A3E2756402956402F513A34473631&lt;br /&gt;
493E385C4B45774F5A82666691A2ADAFC0C5D2D8E3F3F3F3FCF6FCF6F6F1FAFAEFF6F6F1&lt;br /&gt;
F2C59DC97958A970608D665A86544F6B444455333E4531313627272D221C221C16221611&lt;br /&gt;
3616113A14203E23234933274F3827513A2F5C402F6044335C4B3A6B553E6F533C71553E&lt;br /&gt;
7A424D865353794C5D77495467464168493864423156402F493E2D49332738271C1C1C1C&lt;br /&gt;
111611111111111111161C161C272D1C354E403A344B3333643C3677444F794C4C913E4F&lt;br /&gt;
825549935422B338389E4916AB490BC9050BB63100993D0B994E0BA74E0596380B863205&lt;br /&gt;
7C160B6D1111602216532D165327114922163E1C16361C112923121C1611161111111111&lt;br /&gt;
0B110B0B110B0B110B1111111111111111111111111111110B0B0B0B0B0B050505050505&lt;br /&gt;
000500000B00000B00000B00000B00050B05050B050B1105110B0B1A0B0B22110B34110B&lt;br /&gt;
381C163C22223E25254B312B4236314236313C36313E332D422D27452B2B3A202F2D2227&lt;br /&gt;
221C1C2222162D271C342F2347362B4F333860444F774F5A95736DA4A9AFB9BFC4DEE4E9&lt;br /&gt;
F1F1F1FED6BAF0CE8BCB804EBA704EAD5A438D54337C4F38714F3E56514B56567686869C&lt;br /&gt;
A78BA2C58C87AD7F749B85688D664F9C5A43A96A32A4651C974910742D115822114D1C0B&lt;br /&gt;
421111240505160B00111400110B05110B000B0B0B0B0B0B0B0B0B0B0B0B050B05051105&lt;br /&gt;
051105050B050B0B0B110B0B&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=583</id>
		<title>FlameFractalTutorial02</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=583"/>
				<updated>2015-03-19T17:19:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Color index */spelling eror correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show how to change the color of your fractal by controlling one of the following aspects:&lt;br /&gt;
#gradient&lt;br /&gt;
#color index&lt;br /&gt;
#color speed&lt;br /&gt;
&lt;br /&gt;
To proceed, please load the example flame from the previous tutorial into your editor. In order to do this:&lt;br /&gt;
#Enter the Appendix of the previous tutorial, look for the text-box with some cryptic text starting with &amp;quot;&amp;lt;flame...&amp;quot;. Select this text with your mouse, i.e. starting at &amp;quot;&amp;lt;flame...&amp;quot; until (and including) &amp;quot;&amp;lt;/flame&amp;gt;&amp;quot; at the botton. Copy this text into the clipboard (on most platforms pressing &amp;#039;&amp;#039;&amp;#039;&amp;lt;Ctrl+C&amp;gt;&amp;#039;&amp;#039;&amp;#039;). &lt;br /&gt;
#Enter the main-flame-editor and press the &amp;#039;&amp;#039;&amp;#039;From Clipboard&amp;#039;&amp;#039;&amp;#039;-button. If all went right, you should see a monochrome blue fractal.&lt;br /&gt;
&lt;br /&gt;
=How coloring works=&lt;br /&gt;
Each flame-fractal has a so-called &amp;#039;&amp;#039;&amp;#039;gradient&amp;#039;&amp;#039;&amp;#039; assigned to itself. A gradient is a collection of colors which is used inside your fractal. &lt;br /&gt;
Most fractals have gradients with contain more or less smooth transitions between certain dominant colors. &lt;br /&gt;
&lt;br /&gt;
During the calculation of the fractal, colors are chosen from this gradient by a certain algorithm. You may both control, how the colors are chosen (at a certain level), and which colors are chosen (by providing a certain gradient).&lt;br /&gt;
&lt;br /&gt;
=Gradients=&lt;br /&gt;
To see and modify the gradient of your current flame, enter the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039;-tab at the bottom area of the flame-editor&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_gradients.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you enter this tab and play around with some of the controls (you may create a new gradient, or choose another one from the library, for example), you will see, that the color of the fractsal changes, but it is always monochrome.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_change_gradient.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, even if we have the largest collection of the coolests gradients ever, we need some more control to actually to be able to use colors inside them!&lt;br /&gt;
&lt;br /&gt;
=Color index=&lt;br /&gt;
We do not want to go into deep detail here, but want to provide at least some basic understanding, because it really counts here.&lt;br /&gt;
&lt;br /&gt;
Each transform has two gradient-related properties assigned (you find them at the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-tab under the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;: start-position inside the gradient&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;: diffusion-speed for this position through the gradient (by traversing to other transforms)&lt;br /&gt;
It may sound simple and complicated at the same time, and both is true.&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Flametut02_color_index1.jpg]]&lt;br /&gt;
&lt;br /&gt;
It is recommended to play with both settings a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; to get a feeling how they work. &lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s do this with example flame. When you add a new transform it will select the zero position on the color slider as it&amp;#039;s default, so both of your transforms at the moment have the position of zero, or the same color which created a monochrome image. Activate the first transform and change the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-property (slider). The fractal should now turn from monochrome into some shape using two different colors from the gradient.&lt;br /&gt;
This is because our two different transforms now use different start-positions inside the gradient (the first we have changed to something other than 0, the the second transform still uses the original value of 0, so they are different).&lt;br /&gt;
&lt;br /&gt;
Change the &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;-property (slider) to change how those different colors are &amp;quot;blended&amp;quot; into each other. In our case we have two different values: the blending from the first transform to the seconds transform (which is the speed-parameter of the first transform) and vice versa. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut02_color_index2.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Don&amp;#039;t become overwhelmed=&lt;br /&gt;
Please note, that it is very hard to understand/control how all this works together in more complicated flames. So, if you feel, that this is overwhelming you (from a theoretical point of view) at this step, just do not try to actually understand it, it is not a shame to not understand it, and in fact, most people don&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
But, you should know, which controls you can use to affect the coloring, and for now those two values &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; together with the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039; are the most important ones to start with. &lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We learned that the choice of a gradient is important, but is not sufficient to colro your fractal.&lt;br /&gt;
We also learned that the actual coloring algorithm is quiet complicated (for a beginner, and sometimes even for fractal artist), and we have a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; of controls. The controls to start are &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; at a transform-basis, i.e., the more transforms, the more possibilities.&lt;br /&gt;
&lt;br /&gt;
==Anecdote==&lt;br /&gt;
I have sometimes seen competitions to create &amp;quot;the coolest fractal by using only one transform&amp;quot;, using the most coolest special variations/plugins (later more on this) and such. &lt;br /&gt;
We now have learned that this is not really cool, because a flame-fractal with only one transform will be monochrome.&lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial01|Previous tutorial]] | [[FlameFractalTutorial03|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.58&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;-0.23&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.56&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4B3A2F3A2B2B2B221C1C1C161111111111111111110B110B0B0B0B0B0B0B0B0B0B0B0B0B&lt;br /&gt;
0B0B0B0B110B1111111C11112B16113C1C164D2D1C5E36207744228D5A2DAD6532BF6A32&lt;br /&gt;
CB7543BA754EAF70438D603E804F3E71493372422B7A4D2B974916A0491C8A491675411A&lt;br /&gt;
673C2553311A4D31143C1C112D110B1A110B1111111111111111111C161127161636221C&lt;br /&gt;
3C2216512216512211572711682D0B8332009C3D009943058843057D320B6B33116B3311&lt;br /&gt;
6832116633115A3E225336205C401E604427603E2D684938774F387E513A88603E88603E&lt;br /&gt;
885A38755336664933643C31603C2B603E275A3E275A3E2756402956402F513A34473631&lt;br /&gt;
493E385C4B45774F5A82666691A2ADAFC0C5D2D8E3F3F3F3FCF6FCF6F6F1FAFAEFF6F6F1&lt;br /&gt;
F2C59DC97958A970608D665A86544F6B444455333E4531313627272D221C221C16221611&lt;br /&gt;
3616113A14203E23234933274F3827513A2F5C402F6044335C4B3A6B553E6F533C71553E&lt;br /&gt;
7A424D865353794C5D77495467464168493864423156402F493E2D49332738271C1C1C1C&lt;br /&gt;
111611111111111111161C161C272D1C354E403A344B3333643C3677444F794C4C913E4F&lt;br /&gt;
825549935422B338389E4916AB490BC9050BB63100993D0B994E0BA74E0596380B863205&lt;br /&gt;
7C160B6D1111602216532D165327114922163E1C16361C112923121C1611161111111111&lt;br /&gt;
0B110B0B110B0B110B1111111111111111111111111111110B0B0B0B0B0B050505050505&lt;br /&gt;
000500000B00000B00000B00000B00050B05050B050B1105110B0B1A0B0B22110B34110B&lt;br /&gt;
381C163C22223E25254B312B4236314236313C36313E332D422D27452B2B3A202F2D2227&lt;br /&gt;
221C1C2222162D271C342F2347362B4F333860444F774F5A95736DA4A9AFB9BFC4DEE4E9&lt;br /&gt;
F1F1F1FED6BAF0CE8BCB804EBA704EAD5A438D54337C4F38714F3E56514B56567686869C&lt;br /&gt;
A78BA2C58C87AD7F749B85688D664F9C5A43A96A32A4651C974910742D115822114D1C0B&lt;br /&gt;
421111240505160B00111400110B05110B000B0B0B0B0B0B0B0B0B0B0B0B050B05051105&lt;br /&gt;
051105050B050B0B0B110B0B&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=582</id>
		<title>FlameFractalTutorial02</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=582"/>
				<updated>2015-03-19T17:18:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Color index */ edited the wording a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show how to change the color of your fractal by controlling one of the following aspects:&lt;br /&gt;
#gradient&lt;br /&gt;
#color index&lt;br /&gt;
#color speed&lt;br /&gt;
&lt;br /&gt;
To proceed, please load the example flame from the previous tutorial into your editor. In order to do this:&lt;br /&gt;
#Enter the Appendix of the previous tutorial, look for the text-box with some cryptic text starting with &amp;quot;&amp;lt;flame...&amp;quot;. Select this text with your mouse, i.e. starting at &amp;quot;&amp;lt;flame...&amp;quot; until (and including) &amp;quot;&amp;lt;/flame&amp;gt;&amp;quot; at the botton. Copy this text into the clipboard (on most platforms pressing &amp;#039;&amp;#039;&amp;#039;&amp;lt;Ctrl+C&amp;gt;&amp;#039;&amp;#039;&amp;#039;). &lt;br /&gt;
#Enter the main-flame-editor and press the &amp;#039;&amp;#039;&amp;#039;From Clipboard&amp;#039;&amp;#039;&amp;#039;-button. If all went right, you should see a monochrome blue fractal.&lt;br /&gt;
&lt;br /&gt;
=How coloring works=&lt;br /&gt;
Each flame-fractal has a so-called &amp;#039;&amp;#039;&amp;#039;gradient&amp;#039;&amp;#039;&amp;#039; assigned to itself. A gradient is a collection of colors which is used inside your fractal. &lt;br /&gt;
Most fractals have gradients with contain more or less smooth transitions between certain dominant colors. &lt;br /&gt;
&lt;br /&gt;
During the calculation of the fractal, colors are chosen from this gradient by a certain algorithm. You may both control, how the colors are chosen (at a certain level), and which colors are chosen (by providing a certain gradient).&lt;br /&gt;
&lt;br /&gt;
=Gradients=&lt;br /&gt;
To see and modify the gradient of your current flame, enter the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039;-tab at the bottom area of the flame-editor&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_gradients.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you enter this tab and play around with some of the controls (you may create a new gradient, or choose another one from the library, for example), you will see, that the color of the fractsal changes, but it is always monochrome.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_change_gradient.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, even if we have the largest collection of the coolests gradients ever, we need some more control to actually to be able to use colors inside them!&lt;br /&gt;
&lt;br /&gt;
=Color index=&lt;br /&gt;
We do not want to go into deep detail here, but want to provide at least some basic understanding, because it really counts here.&lt;br /&gt;
&lt;br /&gt;
Each transform has two gradient-related properties assigned (you find them at the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-tab under the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;: start-position inside the gradient&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;: diffusion-speed for this position through the gradient (by traversing to other transforms)&lt;br /&gt;
It may sound simple and complicated at the same time, and both is true.&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Flametut02_color_index1.jpg]]&lt;br /&gt;
&lt;br /&gt;
It is recommended to play with both settings a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; to get a feeling how they work. &lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s do this with example flame. When you add a new transform it will select the zero position on the color slicer as it&amp;#039;s default, so both of your transforms at the moment have the position of zero, or the same color which created a monochrome image. Activate the first transform and change the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-property (slider). The fractal should now turn from monochrome into some shape using two different colors from the gradient.&lt;br /&gt;
This is because our two different transforms now use different start-positions inside the gradient (the first we have changed to something other than 0, the the second transform still uses the original value of 0, so they are different).&lt;br /&gt;
&lt;br /&gt;
Change the &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;-property (slider) to change how those different colors are &amp;quot;blended&amp;quot; into each other. In our case we have two different values: the blending from the first transform to the seconds transform (which is the speed-parameter of the first transform) and vice versa. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut02_color_index2.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Don&amp;#039;t become overwhelmed=&lt;br /&gt;
Please note, that it is very hard to understand/control how all this works together in more complicated flames. So, if you feel, that this is overwhelming you (from a theoretical point of view) at this step, just do not try to actually understand it, it is not a shame to not understand it, and in fact, most people don&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
But, you should know, which controls you can use to affect the coloring, and for now those two values &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; together with the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039; are the most important ones to start with. &lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We learned that the choice of a gradient is important, but is not sufficient to colro your fractal.&lt;br /&gt;
We also learned that the actual coloring algorithm is quiet complicated (for a beginner, and sometimes even for fractal artist), and we have a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; of controls. The controls to start are &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; at a transform-basis, i.e., the more transforms, the more possibilities.&lt;br /&gt;
&lt;br /&gt;
==Anecdote==&lt;br /&gt;
I have sometimes seen competitions to create &amp;quot;the coolest fractal by using only one transform&amp;quot;, using the most coolest special variations/plugins (later more on this) and such. &lt;br /&gt;
We now have learned that this is not really cool, because a flame-fractal with only one transform will be monochrome.&lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial01|Previous tutorial]] | [[FlameFractalTutorial03|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.58&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;-0.23&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.56&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4B3A2F3A2B2B2B221C1C1C161111111111111111110B110B0B0B0B0B0B0B0B0B0B0B0B0B&lt;br /&gt;
0B0B0B0B110B1111111C11112B16113C1C164D2D1C5E36207744228D5A2DAD6532BF6A32&lt;br /&gt;
CB7543BA754EAF70438D603E804F3E71493372422B7A4D2B974916A0491C8A491675411A&lt;br /&gt;
673C2553311A4D31143C1C112D110B1A110B1111111111111111111C161127161636221C&lt;br /&gt;
3C2216512216512211572711682D0B8332009C3D009943058843057D320B6B33116B3311&lt;br /&gt;
6832116633115A3E225336205C401E604427603E2D684938774F387E513A88603E88603E&lt;br /&gt;
885A38755336664933643C31603C2B603E275A3E275A3E2756402956402F513A34473631&lt;br /&gt;
493E385C4B45774F5A82666691A2ADAFC0C5D2D8E3F3F3F3FCF6FCF6F6F1FAFAEFF6F6F1&lt;br /&gt;
F2C59DC97958A970608D665A86544F6B444455333E4531313627272D221C221C16221611&lt;br /&gt;
3616113A14203E23234933274F3827513A2F5C402F6044335C4B3A6B553E6F533C71553E&lt;br /&gt;
7A424D865353794C5D77495467464168493864423156402F493E2D49332738271C1C1C1C&lt;br /&gt;
111611111111111111161C161C272D1C354E403A344B3333643C3677444F794C4C913E4F&lt;br /&gt;
825549935422B338389E4916AB490BC9050BB63100993D0B994E0BA74E0596380B863205&lt;br /&gt;
7C160B6D1111602216532D165327114922163E1C16361C112923121C1611161111111111&lt;br /&gt;
0B110B0B110B0B110B1111111111111111111111111111110B0B0B0B0B0B050505050505&lt;br /&gt;
000500000B00000B00000B00000B00050B05050B050B1105110B0B1A0B0B22110B34110B&lt;br /&gt;
381C163C22223E25254B312B4236314236313C36313E332D422D27452B2B3A202F2D2227&lt;br /&gt;
221C1C2222162D271C342F2347362B4F333860444F774F5A95736DA4A9AFB9BFC4DEE4E9&lt;br /&gt;
F1F1F1FED6BAF0CE8BCB804EBA704EAD5A438D54337C4F38714F3E56514B56567686869C&lt;br /&gt;
A78BA2C58C87AD7F749B85688D664F9C5A43A96A32A4651C974910742D115822114D1C0B&lt;br /&gt;
421111240505160B00111400110B05110B000B0B0B0B0B0B0B0B0B0B0B0B050B05051105&lt;br /&gt;
051105050B050B0B0B110B0B&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=581</id>
		<title>FlameFractalTutorial02</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial02&amp;diff=581"/>
				<updated>2015-03-19T17:07:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Gradients */ added break commands to make text easier to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show how to change the color of your fractal by controlling one of the following aspects:&lt;br /&gt;
#gradient&lt;br /&gt;
#color index&lt;br /&gt;
#color speed&lt;br /&gt;
&lt;br /&gt;
To proceed, please load the example flame from the previous tutorial into your editor. In order to do this:&lt;br /&gt;
#Enter the Appendix of the previous tutorial, look for the text-box with some cryptic text starting with &amp;quot;&amp;lt;flame...&amp;quot;. Select this text with your mouse, i.e. starting at &amp;quot;&amp;lt;flame...&amp;quot; until (and including) &amp;quot;&amp;lt;/flame&amp;gt;&amp;quot; at the botton. Copy this text into the clipboard (on most platforms pressing &amp;#039;&amp;#039;&amp;#039;&amp;lt;Ctrl+C&amp;gt;&amp;#039;&amp;#039;&amp;#039;). &lt;br /&gt;
#Enter the main-flame-editor and press the &amp;#039;&amp;#039;&amp;#039;From Clipboard&amp;#039;&amp;#039;&amp;#039;-button. If all went right, you should see a monochrome blue fractal.&lt;br /&gt;
&lt;br /&gt;
=How coloring works=&lt;br /&gt;
Each flame-fractal has a so-called &amp;#039;&amp;#039;&amp;#039;gradient&amp;#039;&amp;#039;&amp;#039; assigned to itself. A gradient is a collection of colors which is used inside your fractal. &lt;br /&gt;
Most fractals have gradients with contain more or less smooth transitions between certain dominant colors. &lt;br /&gt;
&lt;br /&gt;
During the calculation of the fractal, colors are chosen from this gradient by a certain algorithm. You may both control, how the colors are chosen (at a certain level), and which colors are chosen (by providing a certain gradient).&lt;br /&gt;
&lt;br /&gt;
=Gradients=&lt;br /&gt;
To see and modify the gradient of your current flame, enter the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039;-tab at the bottom area of the flame-editor&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_gradients.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you enter this tab and play around with some of the controls (you may create a new gradient, or choose another one from the library, for example), you will see, that the color of the fractsal changes, but it is always monochrome.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut02_change_gradient.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
So, even if we have the largest collection of the coolests gradients ever, we need some more control to actually to be able to use colors inside them!&lt;br /&gt;
&lt;br /&gt;
=Color index=&lt;br /&gt;
We do not want to go into deep detail here, but want to provide at least some basic understanding, because it really counts here.&lt;br /&gt;
&lt;br /&gt;
Each transform has two gradient-related properties assigned (you find them at the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-tab under the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;: start-position inside the gradient&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;: diffusion-speed for this position through the gradient (by traversing to other transforms)&lt;br /&gt;
It may sound simple and complicated at the same time, and both is true.&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:Flametut02_color_index1.jpg]]&lt;br /&gt;
&lt;br /&gt;
It is recommended to play with both settings a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; to get a feeling how they work. &lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s do this with example flame. Activate the first transform and change the &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039;-property. The fractal should now turn from monochrome into some shape using actually different colors from the gradient.&lt;br /&gt;
This is because our two different transforms now use different start-positions inside the gradient (the first we have changed to something different 0, the the second transform still uses the original value of 0, so they are different).&lt;br /&gt;
&lt;br /&gt;
Change the &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039;-property to change how those different colors are &amp;quot;blended&amp;quot; into each other. In our case we have two different values: the blending from the first transform to the seconds transform (which is the speed-parameter of the first transform) and vice versa. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut02_color_index2.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Don&amp;#039;t become overwhelmed=&lt;br /&gt;
Please note, that it is very hard to understand/control how all this works together in more complicated flames. So, if you feel, that this is overwhelming you (from a theoretical point of view) at this step, just do not try to actually understand it, it is not a shame to not understand it, and in fact, most people don&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
But, you should know, which controls you can use to affect the coloring, and for now those two values &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; together with the &amp;#039;&amp;#039;&amp;#039;Gradient&amp;#039;&amp;#039;&amp;#039; are the most important ones to start with. &lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
We learned that the choice of a gradient is important, but is not sufficient to colro your fractal.&lt;br /&gt;
We also learned that the actual coloring algorithm is quiet complicated (for a beginner, and sometimes even for fractal artist), and we have a &amp;#039;&amp;#039;&amp;#039;lot&amp;#039;&amp;#039;&amp;#039; of controls. The controls to start are &amp;#039;&amp;#039;&amp;#039;Color&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; at a transform-basis, i.e., the more transforms, the more possibilities.&lt;br /&gt;
&lt;br /&gt;
==Anecdote==&lt;br /&gt;
I have sometimes seen competitions to create &amp;quot;the coolest fractal by using only one transform&amp;quot;, using the most coolest special variations/plugins (later more on this) and such. &lt;br /&gt;
We now have learned that this is not really cool, because a flame-fractal with only one transform will be monochrome.&lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial01|Previous tutorial]] | [[FlameFractalTutorial03|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.58&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;-0.23&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.56&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4B3A2F3A2B2B2B221C1C1C161111111111111111110B110B0B0B0B0B0B0B0B0B0B0B0B0B&lt;br /&gt;
0B0B0B0B110B1111111C11112B16113C1C164D2D1C5E36207744228D5A2DAD6532BF6A32&lt;br /&gt;
CB7543BA754EAF70438D603E804F3E71493372422B7A4D2B974916A0491C8A491675411A&lt;br /&gt;
673C2553311A4D31143C1C112D110B1A110B1111111111111111111C161127161636221C&lt;br /&gt;
3C2216512216512211572711682D0B8332009C3D009943058843057D320B6B33116B3311&lt;br /&gt;
6832116633115A3E225336205C401E604427603E2D684938774F387E513A88603E88603E&lt;br /&gt;
885A38755336664933643C31603C2B603E275A3E275A3E2756402956402F513A34473631&lt;br /&gt;
493E385C4B45774F5A82666691A2ADAFC0C5D2D8E3F3F3F3FCF6FCF6F6F1FAFAEFF6F6F1&lt;br /&gt;
F2C59DC97958A970608D665A86544F6B444455333E4531313627272D221C221C16221611&lt;br /&gt;
3616113A14203E23234933274F3827513A2F5C402F6044335C4B3A6B553E6F533C71553E&lt;br /&gt;
7A424D865353794C5D77495467464168493864423156402F493E2D49332738271C1C1C1C&lt;br /&gt;
111611111111111111161C161C272D1C354E403A344B3333643C3677444F794C4C913E4F&lt;br /&gt;
825549935422B338389E4916AB490BC9050BB63100993D0B994E0BA74E0596380B863205&lt;br /&gt;
7C160B6D1111602216532D165327114922163E1C16361C112923121C1611161111111111&lt;br /&gt;
0B110B0B110B0B110B1111111111111111111111111111110B0B0B0B0B0B050505050505&lt;br /&gt;
000500000B00000B00000B00000B00050B05050B050B1105110B0B1A0B0B22110B34110B&lt;br /&gt;
381C163C22223E25254B312B4236314236313C36313E332D422D27452B2B3A202F2D2227&lt;br /&gt;
221C1C2222162D271C342F2347362B4F333860444F774F5A95736DA4A9AFB9BFC4DEE4E9&lt;br /&gt;
F1F1F1FED6BAF0CE8BCB804EBA704EAD5A438D54337C4F38714F3E56514B56567686869C&lt;br /&gt;
A78BA2C58C87AD7F749B85688D664F9C5A43A96A32A4651C974910742D115822114D1C0B&lt;br /&gt;
421111240505160B00111400110B05110B000B0B0B0B0B0B0B0B0B0B0B0B050B05051105&lt;br /&gt;
051105050B050B0B0B110B0B&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Glossary&amp;diff=580</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Glossary&amp;diff=580"/>
				<updated>2015-03-19T17:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* A–Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A–Z==&lt;br /&gt;
Glossary of terms used in this Wiki&lt;br /&gt;
&lt;br /&gt;
{{glossary}}&lt;br /&gt;
{{term |affine}}&lt;br /&gt;
{{defn |}} TO DO&lt;br /&gt;
{{term |anti-aliasing}}&lt;br /&gt;
{{defn |a method to reduce unwanted visual effects like jaggy edges, which may also occur in flame-fractals}}&lt;br /&gt;
{{term |chaos game}}&lt;br /&gt;
{{defn |an often-used algorithm to compute flame-fractals}}&lt;br /&gt;
{{term |flame}}&lt;br /&gt;
{{defn |short notion of flame-fractal}}&lt;br /&gt;
{{term |flame-fractal}}&lt;br /&gt;
{{defn |a special kind of ifs, invented by Scott Draves with various esthetic improvements in mind}}&lt;br /&gt;
{{term |iterations}}&lt;br /&gt;
{{defn |Iteration means to repeat a process or function.}}&lt;br /&gt;
{{term |ifs}}&lt;br /&gt;
{{defn |iterated function system, a method to describe a certain families of fractals. A flame-fractal, invented by Scott Draves, is a special kind of ifs}}&lt;br /&gt;
{{term |noise}}&lt;br /&gt;
{{defn |when used in digital image creation noise refers to random variations in brightness and color that can appear in an image. Static on a television image is one example of noise.}}&lt;br /&gt;
{{term |quality}}&lt;br /&gt;
{{defn |a measurement of number of iterations inside the chaos game producing a visualisation of the flame-fractal. Usually, the higher number of iterations, the higher the visual quality is}}&lt;br /&gt;
{{term |transform}}&lt;br /&gt;
{{defn |one member-function of the iterated function system. All the transforms together must meat certain conditions in order to form a flame-fractal which is actually visible and visually appealing}}&lt;br /&gt;
&lt;br /&gt;
{{glossary end}}&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=579</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=579"/>
				<updated>2015-03-19T16:54:41Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Make it a fractal: add a second transform */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image to appear or not.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add another transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn in a solid line, inactive controls are drawn in a dashed line.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Move the triangle, rotate it, size it (please increase size only slightly if you increase size at all, resizing triangles to far may result in an unstable image. We will talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=578</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=578"/>
				<updated>2015-03-19T16:51:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Realtime-editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image to appear or not.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add a nother transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn solid, inactive controils are drawn dashed.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Move the triangle, rotate it, size it (please increase size only slightly if you increase size at all, resizing triangles to far may result in an unstable image. We will talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=577</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=577"/>
				<updated>2015-03-19T16:40:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Add the first transform */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image or not, at all.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add a nother transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn solid, inactive controils are drawn dashed.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Move the triangle, rotate it, size it (please increase size only slightly if you increase size at all, resizing triangles to far may result in an unstable image. We will talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=576</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=576"/>
				<updated>2015-03-19T16:40:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Start the editor and a blank flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image or not, at all.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add a nother transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn solid, inactive controils are drawn dashed.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Move the triangle, rotate it, size it (please increase size only slightly if you increase size at all, resizing triangles to far may result in an unstable image. We will talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Glossary&amp;diff=575</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Glossary&amp;diff=575"/>
				<updated>2015-03-19T16:29:07Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* A–Z */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==A–Z==&lt;br /&gt;
Glossary of terms used in this Wiki&lt;br /&gt;
&lt;br /&gt;
{{glossary}}&lt;br /&gt;
{{term |affine}}&lt;br /&gt;
{{defn |}} TO DO&lt;br /&gt;
{{term |anti-aliasing}}&lt;br /&gt;
{{defn |a method to reduce unwanted visual effects like jaggy edges, which may also occur in flame-fractals}}&lt;br /&gt;
{{term |chaos game}}&lt;br /&gt;
{{defn |an often-used algorithm to compute flame-fractals}}&lt;br /&gt;
{{term |flame}}&lt;br /&gt;
{{defn |short notion of flame-fractal}}&lt;br /&gt;
{{term |flame-fractal}}&lt;br /&gt;
{{defn |a special kind of ifs, invented by Scott Draves with various esthetic improvements in mind}}&lt;br /&gt;
{{term |iterations}}&lt;br /&gt;
{{defn |Iteration means to repeat a process or function.}}&lt;br /&gt;
{{term |ifs}}&lt;br /&gt;
{{defn |iterated function system, a method to describe a certain families of fractals. A flame-fractal, invented by Scott Draves, is a special kind of ifs}}&lt;br /&gt;
{{term |quality}}&lt;br /&gt;
{{defn |a measurement of number of iterations inside the chaos game producing a visualisation of the flame-fractal. Usually, the higher number of iterations, the higher the visual quality is}}&lt;br /&gt;
{{term |transform}}&lt;br /&gt;
{{defn |one member-function of the iterated function system. All the transforms together must meat certain conditions in order to form a flame-fractal which is actually visible and visually appealing}}&lt;br /&gt;
&lt;br /&gt;
{{glossary end}}&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=564</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=564"/>
				<updated>2015-03-15T21:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Explore the space for interesting shapes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image or not, at all.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add a nother transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn solid, inactive controils are drawn dashed.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Move the triangle, rotate it, size it (please increase size only slightly if you increase size at all, resizing triangles to far may result in an unstable image. We will talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=563</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=563"/>
				<updated>2015-03-15T21:56:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Explore the space for interesting shapes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image or not, at all.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add a nother transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn solid, inactive controils are drawn dashed.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Move the triangle, rotate it, size it (please increase size only slightly if you increase size at all, resizing triangles to far may result in an unstable image. We will talk more about this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=562</id>
		<title>FlameFractalTutorial01</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=FlameFractalTutorial01&amp;diff=562"/>
				<updated>2015-03-15T21:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Objective of this tutorial=&lt;br /&gt;
In this tutorial we want to show the basic editing-functions of flames, i.e. creating and moving of transforms, often referred as &amp;quot;triangles&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Start the editor and a blank flame=&lt;br /&gt;
First, start JWildfire, open the &amp;#039;&amp;#039;&amp;#039;Fractal-flames-editor&amp;#039;&amp;#039;&amp;#039; (if not already open), and resize and move the window so that you feel comfortable with the size and postion of the main-editor-area (the large black area).&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;New from scratch&amp;#039;&amp;#039;&amp;#039;-button to create a new fractal. A new fractal always starts empty, i.e. the display show only the background color.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_new_from_scratch.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Add the first transform=&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab to add your first transform. A new entry in the transformations-table should appear, together with a triangle-symbol in the main-editor area, and some noise in the background of the editor (the current state of the flame-fractal)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_first_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Realtime-editing=&lt;br /&gt;
The triangle you see in the main-editor are control for the transforms making your fractal. Each flame-fractal contains at least one transform, usually at least two. &lt;br /&gt;
For better understanding how those transforms work it is recommended to play with at least two of them. &lt;br /&gt;
&lt;br /&gt;
You can manipulate transforms in realtime in three ways:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;move&amp;#039;&amp;#039;&amp;#039; them: you will see that this also affects the fractal image in a way that certain parts are moved&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;rotate&amp;#039;&amp;#039;&amp;#039; them: this will cause some parts to get rotated in some way&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;size&amp;#039;&amp;#039;&amp;#039; them: this is &amp;#039;&amp;#039;&amp;#039;very&amp;#039;&amp;#039;&amp;#039; important: sizing is not only for conventional sizing, the sizing of a transform will decide if you get an image or not, at all.&lt;br /&gt;
&lt;br /&gt;
==Move==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;left&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to move a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_move_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rotate==&lt;br /&gt;
Just hold the &amp;#039;&amp;#039;&amp;#039;right&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse to rotate a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_rotate_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Just either hold the &amp;#039;&amp;#039;&amp;#039;middle&amp;#039;&amp;#039;&amp;#039; mouse-button and drag your mouse or use the &amp;#039;&amp;#039;&amp;#039;mouse-wheel&amp;#039;&amp;#039;&amp;#039; to size a transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_size_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Make it a fractal: add a second transform=&lt;br /&gt;
As mentioned before, it is recommended to start always with two transform when playing with flame-fractals. So let&amp;#039;s add a nother transform by pressing the &amp;#039;&amp;#039;&amp;#039;Add&amp;#039;&amp;#039;&amp;#039;-button at the &amp;#039;&amp;#039;&amp;#039;Transformations&amp;#039;&amp;#039;&amp;#039;-tab.&lt;br /&gt;
The transformations-table should now show two rows, and the main-editor should show another triangle to control the newly added transform&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_add_second_transform.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Select a certain transform==&lt;br /&gt;
You now can see that there a active and inactive controls. The editing always affects the active transform. You can select a certain transform by two ways:&lt;br /&gt;
#Click at the control (triangle) in the main-editor&lt;br /&gt;
#Select it&amp;#039;s row in the &amp;#039;&amp;#039;&amp;#039;transformations-table&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Active controls are drawn solid, inactive controils are drawn dashed.&lt;br /&gt;
&lt;br /&gt;
==Explore the space for interesting shapes==&lt;br /&gt;
You probably have nothing interesting (in terms of a fractal image), even if we now have two transforms. &lt;br /&gt;
Just play with the second transform like you did with the first one. Draw the control, rotate it, size it (please increase size only slightly if you increase size at all, otherwise it could happen that you don&amp;#039;t get a stable image at all, we will come to this later).&lt;br /&gt;
&lt;br /&gt;
Here are some examples (achieved only by using the steps described above)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape1.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape2.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flametut01_shape3.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Conclusion=&lt;br /&gt;
Even if we only added two transforms and slightly modified them by dragging the mouse, we have finally entered a place of endless possibilities. &lt;br /&gt;
Furthermore, we can change the type of transforms (for the example we used a very simple type of &amp;quot;formula&amp;quot;), add more of them, change the colors, change the viewport, switch to 3D and so on. If you find that you do not like the changes, simply swap the transform for a new one or use the &amp;quot;undo&amp;quot; buton at the left of the editor window to go back as many steps as you want.  The possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
[[FlameFractalTutorial02|Next tutorial]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of the final sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;643 362&amp;quot; center=&amp;quot;0.0 0.0&amp;quot; scale=&amp;quot;35.18060589240908&amp;quot; rotate=&amp;quot;0.0&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;0&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;220.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.5508406321094882 0.04653927057861497 -0.04653927057861497 -0.5508406321094882 0.07699810071351487 -0.012833016785585932&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;-0.8910607914984686 -0.17870305633118666 0.17870305633118666 -0.8910607914984686 -3.3365843642523494 -1.0523073764180506&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
1B2AF91E32F0203AE62342DD264AD32851CA2B59C02E61B73069AD3371A436799A388191&lt;br /&gt;
3B89873E917E40987443A06B46A86148B0584BB84E4DC04550C83B53D03255D82858DF1F&lt;br /&gt;
5BE7155DEF0C5EF0065BE70658DE0555D40552CB054FC2054CB90549AF0446A604439D04&lt;br /&gt;
4093043D8A033A8103377703346E033165022E5C022B52022849022540012236011F2D01&lt;br /&gt;
1D24011A1A01171100140800190E061F170D2621142D2B1B3434233B3E2A424831495138&lt;br /&gt;
505B405665475D6E4E6478556B825D728B6479956B809E7287A8798DB28194BB889BC58F&lt;br /&gt;
A2CF96A9D89EB0E2A5B7ECACBEF5B3C3FCB8C4F9B1C5F5AAC6F2A3C7EE9BC7EB94C8E78D&lt;br /&gt;
C9E486CAE07FCBDD78CCD971CDD66ACDD263CECF5CCFCB55D0C84ED1C447D2C140D3BD39&lt;br /&gt;
D4BA32D4B62BD5B224D6AF1DD7AB16D8A80FD9A408D4A005CC9C05C59705BD9204B58E04&lt;br /&gt;
AD8904A585049D8004957B048E77048672037E6E037669036E64036660035F5B03575602&lt;br /&gt;
4F5202474D023F49023744022F3F02283B01203601183201102D01132B0A162A131A281C&lt;br /&gt;
1D272520252E2324372722402A21492D1F52301E5A341C63371B6C3A19753D187E411687&lt;br /&gt;
4415904713994A12A24E10AB510FB4540DBD570BC65B0ACF5E08D86107E1650AE36813DC&lt;br /&gt;
6C1DD57026CE7430C77739BF7B43B87F4DB18356AA8760A38A699C8E7395927C8D968686&lt;br /&gt;
9A8F7F9D9978A1A271A5AC6AA9B562ADBF5BB0C854B4D24DB8DC46BCE53FBFEF38C3F830&lt;br /&gt;
BFF62EB9F02CB3EA2AAEE528A8DF27A2DA259CD42396CE2290C9208AC31E84BE1C7EB81B&lt;br /&gt;
79B31973AD176DA71667A214619C125B971055910F4F8B0D49860B43800A3E7B08387506&lt;br /&gt;
326F042F6B04376E073F700A47730E4F75115777145F7A18677C1B6F7E1F7781227F8325&lt;br /&gt;
8785298F882C978A2F9F8C33A78F36AF9139B7933DBF9640C89844D09A47D89D4AE09F4E&lt;br /&gt;
E8A151F0A454F8A658F7A357EF9D54E89750E0904DD98A49D18446CA7D42C2773FBB713B&lt;br /&gt;
B36A38AC6435A45E319D572E96512A8E4B278744237F3E2078381D703119692B16612512&lt;br /&gt;
5A1E0F52180B4B1208430B04&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=503</id>
		<title>Creating Anim-Brushes from Flame-Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=503"/>
				<updated>2015-03-12T20:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Alternative 2: Animation by using motion-curves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Creating Anim-Brushes from Flame-Fractals=&lt;br /&gt;
In most painting-programs like [http://www.thebest3d.com/howler/ PD Howler] you can not only paint with brushes, but also with animated brushes. &lt;br /&gt;
I will show you a technique which will allow you to create an endless number of awesome animated brushes from fractals on the fly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use those brushes to paint really interesting scenes or to create textures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_introjpg.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Supported output formats==&lt;br /&gt;
Currently, the creation of ANB-files (PD Howler AnimBrush) ist directly supported by JWildfire. &lt;br /&gt;
If you use another painting-software, you must find out how to create an animated brush by importing an image-sequence. &lt;br /&gt;
In JWildfire you would then create an image-sequence of PNG-files (don&amp;#039;t forget to enable transparency rendering) and would use the painting-program or some other tool to create the actual animated brush. Hopefully, this sounds more complicated than it is. In PD Howler, the software I use, you can just import an image-sequence from the brush-menu, I would guess that in other painting-software it is as easy as well.&lt;br /&gt;
&lt;br /&gt;
==Basic idea==&lt;br /&gt;
[[File:Anbtut01_example1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The basic idea is to create a fractal animation and use the Easy Movie Maker to render it. Either by rendering frames (for further processing in your painting-programm) or creating the anim-brush directly.&amp;lt;br&amp;gt; &lt;br /&gt;
There are two possibilities to create such animated fractals in JWildfire:&lt;br /&gt;
#Key-framed animation&lt;br /&gt;
#Animation by motion-curves&lt;br /&gt;
We will show both in this tutorial.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Example Flame===&lt;br /&gt;
The tutorial is written using the following example-flame, but of course you may use any other flame as well. You may copy the params of this flame at the bottom of this article.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01 flame.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Make the flame transparent===&lt;br /&gt;
It is recommended to turn on background-transparency for your flame. You do this on the Coloring-tab. Please note that the background is always automatically transparent when you use the feature to create ANB-files directly from JWildfire.&lt;br /&gt;
[[File:Anbtut01_transparency.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Create an appropriate size-profile==&lt;br /&gt;
In order to render the image-sequence we will need an appropriate size profile, brushes will usually be a rather small and quadratic size. &lt;br /&gt;
A good value to play with, is a resolution of 256x256. &lt;br /&gt;
&lt;br /&gt;
Create a size profile if you do not have one, yet:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_create_size_profile.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the resolution-fields enter the desired values:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_size_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Alternative 1: Keyframed animation sequence==&lt;br /&gt;
The simplest approach is to create a keyframed animation sequence. Simply stated, you just create another version of your flame and let JWildfire calculate a transition between the two. &lt;br /&gt;
If you want to loop the animation-sequence (i.e., return to the initial state) you would just create keyframes: initial flame -&amp;gt; modified flame -&amp;gt; initial flame.&lt;br /&gt;
&lt;br /&gt;
#Load/create your initial flame into the main editor&lt;br /&gt;
#Copy this flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_editor.jpg]]&lt;br /&gt;
#The software automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_maker.jpg]]&lt;br /&gt;
#Go back to the &amp;quot;Flame-Editor&amp;quot;-tab and modify your flame in order to generate an interesting mutation. Slightly change colors, move triangles and maybe change a few parameters of variations. But please avoid to add or remove transforms and add or remove variations. Otherwise the generated animation sequence will probably not be very smooth.&amp;lt;br&amp;gt;&lt;br /&gt;
#Copy this modified flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame2_editor.jpg]]&lt;br /&gt;
#The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We have now defined two keyframes.&lt;br /&gt;
#In order to create a smooth animation sequence between these two keyframes, we have to change certain parameters:&lt;br /&gt;
##Set the duration (number of generated frames) of the first fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. A value of 30 is a good value to start&lt;br /&gt;
##Set the number of interpolated frames of the first fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the first fractal to MORPH&lt;br /&gt;
##Set the duration of the second fractal to 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence1.jpg]]&lt;br /&gt;
#You could stop here, but we want to create a closed (looping) animation. In order to do this we have to add a third keyframe and use the first fractal for it&lt;br /&gt;
#So, reload the first fractal into the editor and press the &amp;quot;Movie&amp;quot;-button. The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We now have defined three keyframes. Again, we have to adjust some parameters of the animation sequence.&lt;br /&gt;
##&lt;br /&gt;
##Set the duration (number of generated frames) of the second fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. In my example I used a shorter value than before, for example 16&lt;br /&gt;
##Set the number of interpolated frames of the second fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the second fractal to MORPH&lt;br /&gt;
##Set the duration of the third fractal to 1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence2.jpg]]&lt;br /&gt;
#We just finished the design process and can preview the sequence by pressing the &amp;quot;Play&amp;quot;-button.&lt;br /&gt;
&lt;br /&gt;
==Alternative 2: Animation by using motion-curves==&lt;br /&gt;
Creating animations by motion-curves is much more versatile and precise, but probably takes a little more effort.&lt;br /&gt;
&lt;br /&gt;
To start with it, you must enable the availability of motion-curves in the interface by pressing the large button with the movie-like-symbol:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_enable_motion_curves.jpg]] &amp;lt;br&amp;gt;&lt;br /&gt;
This adds small buttons to nearly each parameter-field. Instead of having a fixed value in this field you can have a motion-curve which describes the change of the property over time.&lt;br /&gt;
Time is here represented by frame-numbers, together with a frame-rate (fps=frames per seconds) you can come to time in seconds. But, for creating an anim-brush it is sufficient to work with frame-numbers, we want create a sequence of 64 frames now.&lt;br /&gt;
&lt;br /&gt;
It is recommended, but not necessary to enter the desired frame count in the &amp;#039;&amp;#039;&amp;#039;Frame count&amp;#039;&amp;#039;&amp;#039;-field at the right border of the editor window:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_framecount.jpg]]&lt;br /&gt;
&lt;br /&gt;
Please select now the 2nd transform (the having linear as only variation), and click at the small motion-curve-button left of the rotate-button, in order to create a motion-curve for the rotation-angle of the 2nd transform:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_create_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
When entering point, you see only one point, which means the value is not changing over time. &lt;br /&gt;
Values at frames before the first point are equal to the value at the first point, where values at frames after the last point are equal to the value at the last point.&lt;br /&gt;
So, when you have only one point, the value is the same for all frames.&lt;br /&gt;
&lt;br /&gt;
To change this, let&amp;#039;s add a new point by pressing the &amp;#039;&amp;#039;&amp;#039;Add Point&amp;#039;&amp;#039;&amp;#039;-button. The mouse-pointer will turn into a crosshair, click into the black viewpoint in order to place the point:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
Drag the point and watch the preview change, movie it to a position which show an &amp;quot;interesting change&amp;quot;, and adjust the frame-position of the point by entering the end-frame-number (64 in our case).&lt;br /&gt;
This is to ensure that the animation ends with the shape your &amp;quot;interesting change&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course, you may use any number of points you want, not only two. And you may create a motion-curve for any property you want to change. In the example-flame in the appendix I create a 2nd motion-curve for the shift-parameter of the gradient, in order to let the shape slowly let change the color.&lt;br /&gt;
&lt;br /&gt;
When ready, just press &amp;#039;&amp;#039;&amp;#039;Movie&amp;#039;&amp;#039;&amp;#039;-button to transfer the &amp;#039;&amp;#039;&amp;#039;animated flame&amp;#039;&amp;#039;&amp;#039; (i. e. the motion curves are bound to the flame) to the &amp;#039;&amp;#039;&amp;#039;Easy Movie Maker&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Set the duration to the desired number of frames (64 in our case) and we are done:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_movie_sequence1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Render it==&lt;br /&gt;
===Creating an ANB-file for PD Howler===&lt;br /&gt;
JWildfire supports the creation of animbrushes for &amp;#039;&amp;#039;&amp;#039;PD Howler directly&amp;#039;&amp;#039;&amp;#039;, they have the extension *.anb.&lt;br /&gt;
To create such a file, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;ANB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Anbtut01_render_anb.jpg]]&lt;br /&gt;
Hit the &amp;#039;&amp;#039;&amp;#039;Generate sequence&amp;#039;&amp;#039;&amp;#039; to render the frames and to create the ANB-file in one step. Switch to &amp;#039;&amp;#039;&amp;#039;PD Howler&amp;#039;&amp;#039;&amp;#039; and load the file using the &amp;#039;&amp;#039;&amp;#039;Brush-&amp;gt;Animated brush-&amp;gt;Open...&amp;#039;&amp;#039;&amp;#039;-menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an image-sequence===&lt;br /&gt;
If your painting-program can not import ANB-files, you can create a sequence of PNG-files from within JWildfire and then use the painting program or some third-party-software to create the animated brush. In the most cases this should be easy. &lt;br /&gt;
 &lt;br /&gt;
To create a sequence of PNG-images, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;PNG_IMAGES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Make sure, that your flame has &amp;#039;&amp;#039;&amp;#039;background-transparency&amp;#039;&amp;#039;&amp;#039; ENABLED, the ANB-exporter handles this automatically, the PNG_IMAGES-exporter does not.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_render_png.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of initial sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;45.823991543388416&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of the modified sample flame (2nd keyframe)==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;1.1757004766258534 0.6941189993197292&amp;quot; scale=&amp;quot;49.71841379390803&amp;quot; rotate=&amp;quot;-78.65079678911783&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.34&amp;quot; color=&amp;quot;0.5387849270000247&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; post=&amp;quot;0.5809558674650417 0.6953234310092115 -0.6953234310092115 0.5809558674650417 -0.7710862430305662 -0.5536003796116891&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.6&amp;quot; color=&amp;quot;0.680407062281882&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; post=&amp;quot;1.0775052623675716 -0.2438655563424056 0.2438655563424056 1.0775052623675716 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4968204C6E1D4E751A517B185481155787125A8D105D930D609A0A62A008629D07619807&lt;br /&gt;
6093075F8E065E88065D83065C7E065B79065A7406596F05586A05576505566005555A05&lt;br /&gt;
545505535005524B045146045041044F3C044E37044D31044C2C034B27034A22034A1E03&lt;br /&gt;
4F21035423045A26045F2804642B04692D046E2F057332057834057E3705833906883C06&lt;br /&gt;
8D3E069240069743079D4507A24807A74A07AC4D08B14F08B65108BB5408C15608C65909&lt;br /&gt;
CB5B09C95A0CC25710BB5315B45019AD4C1EA649229F462798422B913F308A3B35823839&lt;br /&gt;
7B353E7431426D2E47662A4B5F27505824545120594A1D5D4319623C166635136B2E0F6F&lt;br /&gt;
270C7420087819057D19057818067318066E17076A17076516086016085B150856150951&lt;br /&gt;
14094D140A48130A43130B3E120B39120B34120C30110C2B110D26100D21100E1C0F0E17&lt;br /&gt;
0F0E120E0F0E0E0F090D10040D11010E13010F1501101701111901121B01131D02141F02&lt;br /&gt;
152102162302172602182802192A021A2C021B2E021C30021D32021E34021F3602203803&lt;br /&gt;
213A03223C03233E032440032543032645032744032842032A40032B3F032C3D032D3B03&lt;br /&gt;
2F3A03303803313703333503343303353203373003382E03392D033A2B033C29033D2803&lt;br /&gt;
3E2603402503412303422103432003451E03461C03461B03441A034119033F18033C1703&lt;br /&gt;
3917023716023415023214022F13022C12022A1102271102241001220F011F0E011D0D01&lt;br /&gt;
1A0C01170B01150B01120A011009010D08000A07000806000505000A07011309031D0C05&lt;br /&gt;
260E072F110939130B42160C4C180E551B105F1D126820147222167B251885281A8E2A1B&lt;br /&gt;
972D1DA12F1FAA3221B43423BD3725C73927D03C29DA3E2AE3412CED432E6CC90969C10C&lt;br /&gt;
66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426466C2842642B&lt;br /&gt;
3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F432217451F0F481C084A&lt;br /&gt;
1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D333843303B492D&lt;br /&gt;
3D502B405628435C25466222&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of sample flame with motion-curves==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;814 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;63.63331576767474&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;48&amp;quot; motion_blur_timestep=&amp;quot;0.01&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;32&amp;quot; frame_count=&amp;quot;64&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; palette_modShiftCurve_enabled=&amp;quot;true&amp;quot; palette_modShiftCurve_view_xmin=&amp;quot;-6&amp;quot; palette_modShiftCurve_view_xmax=&amp;quot;70&amp;quot; palette_modShiftCurve_view_ymin=&amp;quot;-144.0&amp;quot; palette_modShiftCurve_view_ymax=&amp;quot;16.0&amp;quot; palette_modShiftCurve_interpolation=&amp;quot;SPLINE&amp;quot; palette_modShiftCurve_selected_idx=&amp;quot;1&amp;quot; palette_modShiftCurve_locked=&amp;quot;false&amp;quot; palette_modShiftCurve_point_count=&amp;quot;2&amp;quot; palette_modShiftCurve_x0=&amp;quot;0&amp;quot; palette_modShiftCurve_y0=&amp;quot;0.0&amp;quot; palette_modShiftCurve_x1=&amp;quot;64&amp;quot; palette_modShiftCurve_y1=&amp;quot;-128.0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; xyRotateCurve_enabled=&amp;quot;true&amp;quot; xyRotateCurve_view_xmin=&amp;quot;-6&amp;quot; xyRotateCurve_view_xmax=&amp;quot;70&amp;quot; xyRotateCurve_view_ymin=&amp;quot;-7.331048387096774&amp;quot; xyRotateCurve_view_ymax=&amp;quot;65.97943548387097&amp;quot; xyRotateCurve_interpolation=&amp;quot;SPLINE&amp;quot; xyRotateCurve_selected_idx=&amp;quot;1&amp;quot; xyRotateCurve_locked=&amp;quot;false&amp;quot; xyRotateCurve_point_count=&amp;quot;2&amp;quot; xyRotateCurve_x0=&amp;quot;0&amp;quot; xyRotateCurve_y0=&amp;quot;0.0&amp;quot; xyRotateCurve_x1=&amp;quot;64&amp;quot; xyRotateCurve_y1=&amp;quot;53.44570759625391&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=502</id>
		<title>Creating Anim-Brushes from Flame-Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=502"/>
				<updated>2015-03-12T20:12:48Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Creating Anim-Brushes from Flame-Fractals=&lt;br /&gt;
In most painting-programs like [http://www.thebest3d.com/howler/ PD Howler] you can not only paint with brushes, but also with animated brushes. &lt;br /&gt;
I will show you a technique which will allow you to create an endless number of awesome animated brushes from fractals on the fly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use those brushes to paint really interesting scenes or to create textures.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_introjpg.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Supported output formats==&lt;br /&gt;
Currently, the creation of ANB-files (PD Howler AnimBrush) ist directly supported by JWildfire. &lt;br /&gt;
If you use another painting-software, you must find out how to create an animated brush by importing an image-sequence. &lt;br /&gt;
In JWildfire you would then create an image-sequence of PNG-files (don&amp;#039;t forget to enable transparency rendering) and would use the painting-program or some other tool to create the actual animated brush. Hopefully, this sounds more complicated than it is. In PD Howler, the software I use, you can just import an image-sequence from the brush-menu, I would guess that in other painting-software it is as easy as well.&lt;br /&gt;
&lt;br /&gt;
==Basic idea==&lt;br /&gt;
[[File:Anbtut01_example1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The basic idea is to create a fractal animation and use the Easy Movie Maker to render it. Either by rendering frames (for further processing in your painting-programm) or creating the anim-brush directly.&amp;lt;br&amp;gt; &lt;br /&gt;
There are two possibilities to create such animated fractals in JWildfire:&lt;br /&gt;
#Key-framed animation&lt;br /&gt;
#Animation by motion-curves&lt;br /&gt;
We will show both in this tutorial.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Example Flame===&lt;br /&gt;
The tutorial is written using the following example-flame, but of course you may use any other flame as well. You may copy the params of this flame at the bottom of this article.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01 flame.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Make the flame transparent===&lt;br /&gt;
It is recommended to turn on background-transparency for your flame. You do this on the Coloring-tab. Please note that the background is always automatically transparent when you use the feature to create ANB-files directly from JWildfire.&lt;br /&gt;
[[File:Anbtut01_transparency.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Create an appropriate size-profile==&lt;br /&gt;
In order to render the image-sequence we will need an appropriate size profile, brushes will usually be a rather small and quadratic size. &lt;br /&gt;
A good value to play with, is a resolution of 256x256. &lt;br /&gt;
&lt;br /&gt;
Create a size profile if you do not have one, yet:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_create_size_profile.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the resolution-fields enter the desired values:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_size_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Alternative 1: Keyframed animation sequence==&lt;br /&gt;
The simplest approach is to create a keyframed animation sequence. Simply stated, you just create another version of your flame and let JWildfire calculate a transition between the two. &lt;br /&gt;
If you want to loop the animation-sequence (i.e., return to the initial state) you would just create keyframes: initial flame -&amp;gt; modified flame -&amp;gt; initial flame.&lt;br /&gt;
&lt;br /&gt;
#Load/create your initial flame into the main editor&lt;br /&gt;
#Copy this flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_editor.jpg]]&lt;br /&gt;
#The software automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_maker.jpg]]&lt;br /&gt;
#Go back to the &amp;quot;Flame-Editor&amp;quot;-tab and modify your flame in order to generate an interesting mutation. Slightly change colors, move triangles and maybe change a few parameters of variations. But please avoid to add or remove transforms and add or remove variations. Otherwise the generated animation sequence will probably not be very smooth.&amp;lt;br&amp;gt;&lt;br /&gt;
#Copy this modified flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame2_editor.jpg]]&lt;br /&gt;
#The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We have now defined two keyframes.&lt;br /&gt;
#In order to create a smooth animation sequence between these two keyframes, we have to change certain parameters:&lt;br /&gt;
##Set the duration (number of generated frames) of the first fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. A value of 30 is a good value to start&lt;br /&gt;
##Set the number of interpolated frames of the first fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the first fractal to MORPH&lt;br /&gt;
##Set the duration of the second fractal to 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence1.jpg]]&lt;br /&gt;
#You could stop here, but we want to create a closed (looping) animation. In order to do this we have to add a third keyframe and use the first fractal for it&lt;br /&gt;
#So, reload the first fractal into the editor and press the &amp;quot;Movie&amp;quot;-button. The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We now have defined three keyframes. Again, we have to adjust some parameters of the animation sequence.&lt;br /&gt;
##&lt;br /&gt;
##Set the duration (number of generated frames) of the second fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. In my example I used a shorter value than before, for example 16&lt;br /&gt;
##Set the number of interpolated frames of the second fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the second fractal to MORPH&lt;br /&gt;
##Set the duration of the third fractal to 1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence2.jpg]]&lt;br /&gt;
#We just finished the design process and can preview the sequence by pressing the &amp;quot;Play&amp;quot;-button.&lt;br /&gt;
&lt;br /&gt;
==Alternative 2: Animation by using motion-curves==&lt;br /&gt;
Creating animations by motion-curves is much more versatile and precise, but probably takes a little more effort.&lt;br /&gt;
&lt;br /&gt;
To start with it, you must enable the availability of motion-curves in the interface by pressing the large button with the movie-like-symbol:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_enable_motion_curves.jpg]]&lt;br /&gt;
This adds small buttons to nearly each parameter-field. Instead of having a fixed value in this field you can have a motion-curve which describes the change of the property over time.&lt;br /&gt;
Time is here represented by frame-numbers, together with a frame-rate (fps=frames per seconds) you can come to time in seconds. But, for creating an anim-brush it is sufficient to work with frame-numbers, we want create a sequence of 64 frames now.&lt;br /&gt;
&lt;br /&gt;
It is recommended, but not necessary to enter the desired frame count in the &amp;#039;&amp;#039;&amp;#039;Frame count&amp;#039;&amp;#039;&amp;#039;-field at the right border of the editor window:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_framecount.jpg]]&lt;br /&gt;
&lt;br /&gt;
Please select now the 2nd transform (the having linear as only variation), and click at the small motion-curve-button left of the rotate-button, in order to create a motion-curve for the rotation-angle of the 2nd transform:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_create_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
When entering point, you see only one point, which means the value is not changing over time. &lt;br /&gt;
Values at frames before the first point are equal to the value at the first point, where values at frames after the last point are equal to the value at the last point.&lt;br /&gt;
So, when you have only one point, the value is the same for all frames.&lt;br /&gt;
&lt;br /&gt;
To change this, let&amp;#039;s add a new point by pressing the &amp;#039;&amp;#039;&amp;#039;Add Point&amp;#039;&amp;#039;&amp;#039;-button. The mouse-pointer will turn into a crosshair, click into the black viewpoint in order to place the point:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
Drag the point and watch the preview change, movie it to a position which show an &amp;quot;interesting change&amp;quot;, and adjust the frame-position of the point by entering the end-frame-number (64 in our case).&lt;br /&gt;
This is to ensure that the animation ends with the shape your &amp;quot;interesting change&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course, you may use any number of points you want, not only two. And you may create a motion-curve for any property you want to change. In the example-flame in the appendix I create a 2nd motion-curve for the shift-parameter of the gradient, in order to let the shape slowly let change the color.&lt;br /&gt;
&lt;br /&gt;
When ready, just press &amp;#039;&amp;#039;&amp;#039;Movie&amp;#039;&amp;#039;&amp;#039;-button to transfer the &amp;#039;&amp;#039;&amp;#039;animated flame&amp;#039;&amp;#039;&amp;#039; (i. e. the motion curves are bound to the flame) to the &amp;#039;&amp;#039;&amp;#039;Easy Movie Maker&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Set the duration to the desired number of frames (64 in our case) and we are done:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_movie_sequence1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Render it==&lt;br /&gt;
===Creating an ANB-file for PD Howler===&lt;br /&gt;
JWildfire supports the creation of animbrushes for &amp;#039;&amp;#039;&amp;#039;PD Howler directly&amp;#039;&amp;#039;&amp;#039;, they have the extension *.anb.&lt;br /&gt;
To create such a file, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;ANB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Anbtut01_render_anb.jpg]]&lt;br /&gt;
Hit the &amp;#039;&amp;#039;&amp;#039;Generate sequence&amp;#039;&amp;#039;&amp;#039; to render the frames and to create the ANB-file in one step. Switch to &amp;#039;&amp;#039;&amp;#039;PD Howler&amp;#039;&amp;#039;&amp;#039; and load the file using the &amp;#039;&amp;#039;&amp;#039;Brush-&amp;gt;Animated brush-&amp;gt;Open...&amp;#039;&amp;#039;&amp;#039;-menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an image-sequence===&lt;br /&gt;
If your painting-program can not import ANB-files, you can create a sequence of PNG-files from within JWildfire and then use the painting program or some third-party-software to create the animated brush. In the most cases this should be easy. &lt;br /&gt;
 &lt;br /&gt;
To create a sequence of PNG-images, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;PNG_IMAGES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Make sure, that your flame has &amp;#039;&amp;#039;&amp;#039;background-transparency&amp;#039;&amp;#039;&amp;#039; ENABLED, the ANB-exporter handles this automatically, the PNG_IMAGES-exporter does not.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_render_png.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of initial sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;45.823991543388416&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of the modified sample flame (2nd keyframe)==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;1.1757004766258534 0.6941189993197292&amp;quot; scale=&amp;quot;49.71841379390803&amp;quot; rotate=&amp;quot;-78.65079678911783&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.34&amp;quot; color=&amp;quot;0.5387849270000247&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; post=&amp;quot;0.5809558674650417 0.6953234310092115 -0.6953234310092115 0.5809558674650417 -0.7710862430305662 -0.5536003796116891&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.6&amp;quot; color=&amp;quot;0.680407062281882&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; post=&amp;quot;1.0775052623675716 -0.2438655563424056 0.2438655563424056 1.0775052623675716 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4968204C6E1D4E751A517B185481155787125A8D105D930D609A0A62A008629D07619807&lt;br /&gt;
6093075F8E065E88065D83065C7E065B79065A7406596F05586A05576505566005555A05&lt;br /&gt;
545505535005524B045146045041044F3C044E37044D31044C2C034B27034A22034A1E03&lt;br /&gt;
4F21035423045A26045F2804642B04692D046E2F057332057834057E3705833906883C06&lt;br /&gt;
8D3E069240069743079D4507A24807A74A07AC4D08B14F08B65108BB5408C15608C65909&lt;br /&gt;
CB5B09C95A0CC25710BB5315B45019AD4C1EA649229F462798422B913F308A3B35823839&lt;br /&gt;
7B353E7431426D2E47662A4B5F27505824545120594A1D5D4319623C166635136B2E0F6F&lt;br /&gt;
270C7420087819057D19057818067318066E17076A17076516086016085B150856150951&lt;br /&gt;
14094D140A48130A43130B3E120B39120B34120C30110C2B110D26100D21100E1C0F0E17&lt;br /&gt;
0F0E120E0F0E0E0F090D10040D11010E13010F1501101701111901121B01131D02141F02&lt;br /&gt;
152102162302172602182802192A021A2C021B2E021C30021D32021E34021F3602203803&lt;br /&gt;
213A03223C03233E032440032543032645032744032842032A40032B3F032C3D032D3B03&lt;br /&gt;
2F3A03303803313703333503343303353203373003382E03392D033A2B033C29033D2803&lt;br /&gt;
3E2603402503412303422103432003451E03461C03461B03441A034119033F18033C1703&lt;br /&gt;
3917023716023415023214022F13022C12022A1102271102241001220F011F0E011D0D01&lt;br /&gt;
1A0C01170B01150B01120A011009010D08000A07000806000505000A07011309031D0C05&lt;br /&gt;
260E072F110939130B42160C4C180E551B105F1D126820147222167B251885281A8E2A1B&lt;br /&gt;
972D1DA12F1FAA3221B43423BD3725C73927D03C29DA3E2AE3412CED432E6CC90969C10C&lt;br /&gt;
66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426466C2842642B&lt;br /&gt;
3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F432217451F0F481C084A&lt;br /&gt;
1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D333843303B492D&lt;br /&gt;
3D502B405628435C25466222&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of sample flame with motion-curves==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;814 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;63.63331576767474&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;48&amp;quot; motion_blur_timestep=&amp;quot;0.01&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;32&amp;quot; frame_count=&amp;quot;64&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; palette_modShiftCurve_enabled=&amp;quot;true&amp;quot; palette_modShiftCurve_view_xmin=&amp;quot;-6&amp;quot; palette_modShiftCurve_view_xmax=&amp;quot;70&amp;quot; palette_modShiftCurve_view_ymin=&amp;quot;-144.0&amp;quot; palette_modShiftCurve_view_ymax=&amp;quot;16.0&amp;quot; palette_modShiftCurve_interpolation=&amp;quot;SPLINE&amp;quot; palette_modShiftCurve_selected_idx=&amp;quot;1&amp;quot; palette_modShiftCurve_locked=&amp;quot;false&amp;quot; palette_modShiftCurve_point_count=&amp;quot;2&amp;quot; palette_modShiftCurve_x0=&amp;quot;0&amp;quot; palette_modShiftCurve_y0=&amp;quot;0.0&amp;quot; palette_modShiftCurve_x1=&amp;quot;64&amp;quot; palette_modShiftCurve_y1=&amp;quot;-128.0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; xyRotateCurve_enabled=&amp;quot;true&amp;quot; xyRotateCurve_view_xmin=&amp;quot;-6&amp;quot; xyRotateCurve_view_xmax=&amp;quot;70&amp;quot; xyRotateCurve_view_ymin=&amp;quot;-7.331048387096774&amp;quot; xyRotateCurve_view_ymax=&amp;quot;65.97943548387097&amp;quot; xyRotateCurve_interpolation=&amp;quot;SPLINE&amp;quot; xyRotateCurve_selected_idx=&amp;quot;1&amp;quot; xyRotateCurve_locked=&amp;quot;false&amp;quot; xyRotateCurve_point_count=&amp;quot;2&amp;quot; xyRotateCurve_x0=&amp;quot;0&amp;quot; xyRotateCurve_y0=&amp;quot;0.0&amp;quot; xyRotateCurve_x1=&amp;quot;64&amp;quot; xyRotateCurve_y1=&amp;quot;53.44570759625391&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=501</id>
		<title>Creating Anim-Brushes from Flame-Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=501"/>
				<updated>2015-03-12T20:11:54Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Example Flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Creating Anim-Brushes from Flame-Fractals=&lt;br /&gt;
In most painting-programs like [http://www.thebest3d.com/howler/ PD Howler] you can not only paint with brushes, but also with animated brushes. &lt;br /&gt;
I will show you a technique which will allow you to create an endless number of awesome animated brushes from fractals on the fly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use those brushes to paint really interesting scenes or to create textures.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_introjpg.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Supported output formats==&lt;br /&gt;
Currently, the creation of ANB-files (PD Howler AnimBrush) ist directly supported by JWildfire. &lt;br /&gt;
If you use another painting-software, you must find out how to create an animated brush by importing an image-sequence. &lt;br /&gt;
In JWildfire you would then create an image-sequence of PNG-files (don&amp;#039;t forget to enable transparency rendering) and would use the painting-program or some other tool to create the actual animated brush. Hopefully, this sounds more complicated than it is. In PD Howler, the software I use, you can just import an image-sequence from the brush-menu, I would guess that in other painting-software it is as easy as well.&lt;br /&gt;
&lt;br /&gt;
==Basic idea==&lt;br /&gt;
[[File:Anbtut01_example1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The basic idea is to create a fractal animation and use the Easy Movie Maker to render it. Either by rendering frames (for further processing in your painting-programm) or creating the anim-brush directly.&amp;lt;br&amp;gt; &lt;br /&gt;
There are two possibilities to create such animated fractals in JWildfire:&lt;br /&gt;
#Key-framed animation&lt;br /&gt;
#Animation by motion-curves&lt;br /&gt;
We will show both in this tutorial.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Example Flame===&lt;br /&gt;
The tutorial is written using the following example-flame, but of course you may use any other flame as well. You may copy the params of this flame at the bottom of this article.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01 flame.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Make the flame transparent===&lt;br /&gt;
It is recommended to turn on background-transparency for your flame. You do this on the Coloring-tab. Please note that the background is always automatically transparent when you use the feature to create ANB-files directly from JWildfire.&lt;br /&gt;
[[File:Anbtut01_transparency.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Create an appropriate size-profile==&lt;br /&gt;
In order to render the image-sequence we will need an appropriate size profile, brushes will usually be a rather small and quadratic size. &lt;br /&gt;
A good value to play with, is a resolution of 256x256. &lt;br /&gt;
&lt;br /&gt;
Create a size profile if you do not have one, yet:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_create_size_profile.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the resolution-fields enter the desired values:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_size_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Alternative 1: Keyframed animation sequence==&lt;br /&gt;
The simplest approach is to create a keyframed animation sequence. Simply stated, you just create another version of your flame and let JWildfire calculate a transition between the two. &lt;br /&gt;
If you want to loop the animation-sequence (i.e., return to the initial state) you would just create keyframes: initial flame -&amp;gt; modified flame -&amp;gt; initial flame.&lt;br /&gt;
&lt;br /&gt;
#Load/create your initial flame into the main editor&lt;br /&gt;
#Copy this flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_editor.jpg]]&lt;br /&gt;
#The software automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_maker.jpg]]&lt;br /&gt;
#Go back to the &amp;quot;Flame-Editor&amp;quot;-tab and modify your flame in order to generate an interesting mutation. Slightly change colors, move triangles and maybe change a few parameters of variations. But please avoid to add or remove transforms and add or remove variations. Otherwise the generated animation sequence will probably not be very smooth.&amp;lt;br&amp;gt;&lt;br /&gt;
#Copy this modified flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame2_editor.jpg]]&lt;br /&gt;
#The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We have now defined two keyframes.&lt;br /&gt;
#In order to create a smooth animation sequence between these two keyframes, we have to change certain parameters:&lt;br /&gt;
##Set the duration (number of generated frames) of the first fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. A value of 30 is a good value to start&lt;br /&gt;
##Set the number of interpolated frames of the first fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the first fractal to MORPH&lt;br /&gt;
##Set the duration of the second fractal to 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence1.jpg]]&lt;br /&gt;
#You could stop here, but we want to create a closed (looping) animation. In order to do this we have to add a third keyframe and use the first fractal for it&lt;br /&gt;
#So, reload the first fractal into the editor and press the &amp;quot;Movie&amp;quot;-button. The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We now have defined three keyframes. Again, we have to adjust some parameters of the animation sequence.&lt;br /&gt;
##&lt;br /&gt;
##Set the duration (number of generated frames) of the second fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. In my example I used a shorter value than before, for example 16&lt;br /&gt;
##Set the number of interpolated frames of the second fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the second fractal to MORPH&lt;br /&gt;
##Set the duration of the third fractal to 1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence2.jpg]]&lt;br /&gt;
#We just finished the design process and can preview the sequence by pressing the &amp;quot;Play&amp;quot;-button.&lt;br /&gt;
&lt;br /&gt;
==Alternative 2: Animation by using motion-curves==&lt;br /&gt;
Creating animations by motion-curves is much more versatile and precise, but probably takes a little more effort.&lt;br /&gt;
&lt;br /&gt;
To start with it, you must enable the availability of motion-curves in the interface by pressing the large button with the movie-like-symbol:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_enable_motion_curves.jpg]]&lt;br /&gt;
This adds small buttons to nearly each parameter-field. Instead of having a fixed value in this field you can have a motion-curve which describes the change of the property over time.&lt;br /&gt;
Time is here represented by frame-numbers, together with a frame-rate (fps=frames per seconds) you can come to time in seconds. But, for creating an anim-brush it is sufficient to work with frame-numbers, we want create a sequence of 64 frames now.&lt;br /&gt;
&lt;br /&gt;
It is recommended, but not necessary to enter the desired frame count in the &amp;#039;&amp;#039;&amp;#039;Frame count&amp;#039;&amp;#039;&amp;#039;-field at the right border of the editor window:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_framecount.jpg]]&lt;br /&gt;
&lt;br /&gt;
Please select now the 2nd transform (the having linear as only variation), and click at the small motion-curve-button left of the rotate-button, in order to create a motion-curve for the rotation-angle of the 2nd transform:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_create_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
When entering point, you see only one point, which means the value is not changing over time. &lt;br /&gt;
Values at frames before the first point are equal to the value at the first point, where values at frames after the last point are equal to the value at the last point.&lt;br /&gt;
So, when you have only one point, the value is the same for all frames.&lt;br /&gt;
&lt;br /&gt;
To change this, let&amp;#039;s add a new point by pressing the &amp;#039;&amp;#039;&amp;#039;Add Point&amp;#039;&amp;#039;&amp;#039;-button. The mouse-pointer will turn into a crosshair, click into the black viewpoint in order to place the point:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
Drag the point and watch the preview change, movie it to a position which show an &amp;quot;interesting change&amp;quot;, and adjust the frame-position of the point by entering the end-frame-number (64 in our case).&lt;br /&gt;
This is to ensure that the animation ends with the shape your &amp;quot;interesting change&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course, you may use any number of points you want, not only two. And you may create a motion-curve for any property you want to change. In the example-flame in the appendix I create a 2nd motion-curve for the shift-parameter of the gradient, in order to let the shape slowly let change the color.&lt;br /&gt;
&lt;br /&gt;
When ready, just press &amp;#039;&amp;#039;&amp;#039;Movie&amp;#039;&amp;#039;&amp;#039;-button to transfer the &amp;#039;&amp;#039;&amp;#039;animated flame&amp;#039;&amp;#039;&amp;#039; (i. e. the motion curves are bound to the flame) to the &amp;#039;&amp;#039;&amp;#039;Easy Movie Maker&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Set the duration to the desired number of frames (64 in our case) and we are done:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_movie_sequence1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Render it==&lt;br /&gt;
===Creating an ANB-file for PD Howler===&lt;br /&gt;
JWildfire supports the creation of animbrushes for &amp;#039;&amp;#039;&amp;#039;PD Howler directly&amp;#039;&amp;#039;&amp;#039;, they have the extension *.anb.&lt;br /&gt;
To create such a file, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;ANB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Anbtut01_render_anb.jpg]]&lt;br /&gt;
Hit the &amp;#039;&amp;#039;&amp;#039;Generate sequence&amp;#039;&amp;#039;&amp;#039; to render the frames and to create the ANB-file in one step. Switch to &amp;#039;&amp;#039;&amp;#039;PD Howler&amp;#039;&amp;#039;&amp;#039; and load the file using the &amp;#039;&amp;#039;&amp;#039;Brush-&amp;gt;Animated brush-&amp;gt;Open...&amp;#039;&amp;#039;&amp;#039;-menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an image-sequence===&lt;br /&gt;
If your painting-program can not import ANB-files, you can create a sequence of PNG-files from within JWildfire and then use the painting program or some third-party-software to create the animated brush. In the most cases this should be easy. &lt;br /&gt;
 &lt;br /&gt;
To create a sequence of PNG-images, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;PNG_IMAGES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Make sure, that your flame has &amp;#039;&amp;#039;&amp;#039;background-transparency&amp;#039;&amp;#039;&amp;#039; ENABLED, the ANB-exporter handles this automatically, the PNG_IMAGES-exporter does not.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_render_png.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of initial sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;45.823991543388416&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of the modified sample flame (2nd keyframe)==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;1.1757004766258534 0.6941189993197292&amp;quot; scale=&amp;quot;49.71841379390803&amp;quot; rotate=&amp;quot;-78.65079678911783&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.34&amp;quot; color=&amp;quot;0.5387849270000247&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; post=&amp;quot;0.5809558674650417 0.6953234310092115 -0.6953234310092115 0.5809558674650417 -0.7710862430305662 -0.5536003796116891&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.6&amp;quot; color=&amp;quot;0.680407062281882&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; post=&amp;quot;1.0775052623675716 -0.2438655563424056 0.2438655563424056 1.0775052623675716 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4968204C6E1D4E751A517B185481155787125A8D105D930D609A0A62A008629D07619807&lt;br /&gt;
6093075F8E065E88065D83065C7E065B79065A7406596F05586A05576505566005555A05&lt;br /&gt;
545505535005524B045146045041044F3C044E37044D31044C2C034B27034A22034A1E03&lt;br /&gt;
4F21035423045A26045F2804642B04692D046E2F057332057834057E3705833906883C06&lt;br /&gt;
8D3E069240069743079D4507A24807A74A07AC4D08B14F08B65108BB5408C15608C65909&lt;br /&gt;
CB5B09C95A0CC25710BB5315B45019AD4C1EA649229F462798422B913F308A3B35823839&lt;br /&gt;
7B353E7431426D2E47662A4B5F27505824545120594A1D5D4319623C166635136B2E0F6F&lt;br /&gt;
270C7420087819057D19057818067318066E17076A17076516086016085B150856150951&lt;br /&gt;
14094D140A48130A43130B3E120B39120B34120C30110C2B110D26100D21100E1C0F0E17&lt;br /&gt;
0F0E120E0F0E0E0F090D10040D11010E13010F1501101701111901121B01131D02141F02&lt;br /&gt;
152102162302172602182802192A021A2C021B2E021C30021D32021E34021F3602203803&lt;br /&gt;
213A03223C03233E032440032543032645032744032842032A40032B3F032C3D032D3B03&lt;br /&gt;
2F3A03303803313703333503343303353203373003382E03392D033A2B033C29033D2803&lt;br /&gt;
3E2603402503412303422103432003451E03461C03461B03441A034119033F18033C1703&lt;br /&gt;
3917023716023415023214022F13022C12022A1102271102241001220F011F0E011D0D01&lt;br /&gt;
1A0C01170B01150B01120A011009010D08000A07000806000505000A07011309031D0C05&lt;br /&gt;
260E072F110939130B42160C4C180E551B105F1D126820147222167B251885281A8E2A1B&lt;br /&gt;
972D1DA12F1FAA3221B43423BD3725C73927D03C29DA3E2AE3412CED432E6CC90969C10C&lt;br /&gt;
66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426466C2842642B&lt;br /&gt;
3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F432217451F0F481C084A&lt;br /&gt;
1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D333843303B492D&lt;br /&gt;
3D502B405628435C25466222&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of sample flame with motion-curves==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;814 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;63.63331576767474&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;48&amp;quot; motion_blur_timestep=&amp;quot;0.01&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;32&amp;quot; frame_count=&amp;quot;64&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; palette_modShiftCurve_enabled=&amp;quot;true&amp;quot; palette_modShiftCurve_view_xmin=&amp;quot;-6&amp;quot; palette_modShiftCurve_view_xmax=&amp;quot;70&amp;quot; palette_modShiftCurve_view_ymin=&amp;quot;-144.0&amp;quot; palette_modShiftCurve_view_ymax=&amp;quot;16.0&amp;quot; palette_modShiftCurve_interpolation=&amp;quot;SPLINE&amp;quot; palette_modShiftCurve_selected_idx=&amp;quot;1&amp;quot; palette_modShiftCurve_locked=&amp;quot;false&amp;quot; palette_modShiftCurve_point_count=&amp;quot;2&amp;quot; palette_modShiftCurve_x0=&amp;quot;0&amp;quot; palette_modShiftCurve_y0=&amp;quot;0.0&amp;quot; palette_modShiftCurve_x1=&amp;quot;64&amp;quot; palette_modShiftCurve_y1=&amp;quot;-128.0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; xyRotateCurve_enabled=&amp;quot;true&amp;quot; xyRotateCurve_view_xmin=&amp;quot;-6&amp;quot; xyRotateCurve_view_xmax=&amp;quot;70&amp;quot; xyRotateCurve_view_ymin=&amp;quot;-7.331048387096774&amp;quot; xyRotateCurve_view_ymax=&amp;quot;65.97943548387097&amp;quot; xyRotateCurve_interpolation=&amp;quot;SPLINE&amp;quot; xyRotateCurve_selected_idx=&amp;quot;1&amp;quot; xyRotateCurve_locked=&amp;quot;false&amp;quot; xyRotateCurve_point_count=&amp;quot;2&amp;quot; xyRotateCurve_x0=&amp;quot;0&amp;quot; xyRotateCurve_y0=&amp;quot;0.0&amp;quot; xyRotateCurve_x1=&amp;quot;64&amp;quot; xyRotateCurve_y1=&amp;quot;53.44570759625391&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=500</id>
		<title>Creating Anim-Brushes from Flame-Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=500"/>
				<updated>2015-03-12T20:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Basic idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Creating Anim-Brushes from Flame-Fractals=&lt;br /&gt;
In most painting-programs like [http://www.thebest3d.com/howler/ PD Howler] you can not only paint with brushes, but also with animated brushes. &lt;br /&gt;
I will show you a technique which will allow you to create an endless number of awesome animated brushes from fractals on the fly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use those brushes to paint really interesting scenes or to create textures.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_introjpg.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Supported output formats==&lt;br /&gt;
Currently, the creation of ANB-files (PD Howler AnimBrush) ist directly supported by JWildfire. &lt;br /&gt;
If you use another painting-software, you must find out how to create an animated brush by importing an image-sequence. &lt;br /&gt;
In JWildfire you would then create an image-sequence of PNG-files (don&amp;#039;t forget to enable transparency rendering) and would use the painting-program or some other tool to create the actual animated brush. Hopefully, this sounds more complicated than it is. In PD Howler, the software I use, you can just import an image-sequence from the brush-menu, I would guess that in other painting-software it is as easy as well.&lt;br /&gt;
&lt;br /&gt;
==Basic idea==&lt;br /&gt;
[[File:Anbtut01_example1.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The basic idea is to create a fractal animation and use the Easy Movie Maker to render it. Either by rendering frames (for further processing in your painting-programm) or creating the anim-brush directly.&amp;lt;br&amp;gt; &lt;br /&gt;
There are two possibilities to create such animated fractals in JWildfire:&lt;br /&gt;
#Key-framed animation&lt;br /&gt;
#Animation by motion-curves&lt;br /&gt;
We will show both in this tutorial.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Example Flame===&lt;br /&gt;
The tutorial is written using the following example-flame, but of course you may use any other flame as well. You may copy the params of this flame at the bottom of this article.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01 flame.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Make the flame transparent===&lt;br /&gt;
It is recommended to turn on background-transparency for your flame. You do this on the Coloring-tab. Please note that the background is always automatically transparent when you use the feature to create ANB-files directly from JWildfire.&lt;br /&gt;
[[File:Anbtut01_transparency.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Create an appropriate size-profile==&lt;br /&gt;
In order to render the image-sequence we will need an appropriate size profile, brushes will usually be a rather small and quadratic size. &lt;br /&gt;
A good value to play with, is a resolution of 256x256. &lt;br /&gt;
&lt;br /&gt;
Create a size profile if you do not have one, yet:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_create_size_profile.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the resolution-fields enter the desired values:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_size_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Alternative 1: Keyframed animation sequence==&lt;br /&gt;
The simplest approach is to create a keyframed animation sequence. Simply stated, you just create another version of your flame and let JWildfire calculate a transition between the two. &lt;br /&gt;
If you want to loop the animation-sequence (i.e., return to the initial state) you would just create keyframes: initial flame -&amp;gt; modified flame -&amp;gt; initial flame.&lt;br /&gt;
&lt;br /&gt;
#Load/create your initial flame into the main editor&lt;br /&gt;
#Copy this flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_editor.jpg]]&lt;br /&gt;
#The software automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_maker.jpg]]&lt;br /&gt;
#Go back to the &amp;quot;Flame-Editor&amp;quot;-tab and modify your flame in order to generate an interesting mutation. Slightly change colors, move triangles and maybe change a few parameters of variations. But please avoid to add or remove transforms and add or remove variations. Otherwise the generated animation sequence will probably not be very smooth.&amp;lt;br&amp;gt;&lt;br /&gt;
#Copy this modified flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame2_editor.jpg]]&lt;br /&gt;
#The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We have now defined two keyframes.&lt;br /&gt;
#In order to create a smooth animation sequence between these two keyframes, we have to change certain parameters:&lt;br /&gt;
##Set the duration (number of generated frames) of the first fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. A value of 30 is a good value to start&lt;br /&gt;
##Set the number of interpolated frames of the first fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the first fractal to MORPH&lt;br /&gt;
##Set the duration of the second fractal to 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence1.jpg]]&lt;br /&gt;
#You could stop here, but we want to create a closed (looping) animation. In order to do this we have to add a third keyframe and use the first fractal for it&lt;br /&gt;
#So, reload the first fractal into the editor and press the &amp;quot;Movie&amp;quot;-button. The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We now have defined three keyframes. Again, we have to adjust some parameters of the animation sequence.&lt;br /&gt;
##&lt;br /&gt;
##Set the duration (number of generated frames) of the second fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. In my example I used a shorter value than before, for example 16&lt;br /&gt;
##Set the number of interpolated frames of the second fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the second fractal to MORPH&lt;br /&gt;
##Set the duration of the third fractal to 1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence2.jpg]]&lt;br /&gt;
#We just finished the design process and can preview the sequence by pressing the &amp;quot;Play&amp;quot;-button.&lt;br /&gt;
&lt;br /&gt;
==Alternative 2: Animation by using motion-curves==&lt;br /&gt;
Creating animations by motion-curves is much more versatile and precise, but probably takes a little more effort.&lt;br /&gt;
&lt;br /&gt;
To start with it, you must enable the availability of motion-curves in the interface by pressing the large button with the movie-like-symbol:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_enable_motion_curves.jpg]]&lt;br /&gt;
This adds small buttons to nearly each parameter-field. Instead of having a fixed value in this field you can have a motion-curve which describes the change of the property over time.&lt;br /&gt;
Time is here represented by frame-numbers, together with a frame-rate (fps=frames per seconds) you can come to time in seconds. But, for creating an anim-brush it is sufficient to work with frame-numbers, we want create a sequence of 64 frames now.&lt;br /&gt;
&lt;br /&gt;
It is recommended, but not necessary to enter the desired frame count in the &amp;#039;&amp;#039;&amp;#039;Frame count&amp;#039;&amp;#039;&amp;#039;-field at the right border of the editor window:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_framecount.jpg]]&lt;br /&gt;
&lt;br /&gt;
Please select now the 2nd transform (the having linear as only variation), and click at the small motion-curve-button left of the rotate-button, in order to create a motion-curve for the rotation-angle of the 2nd transform:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_create_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
When entering point, you see only one point, which means the value is not changing over time. &lt;br /&gt;
Values at frames before the first point are equal to the value at the first point, where values at frames after the last point are equal to the value at the last point.&lt;br /&gt;
So, when you have only one point, the value is the same for all frames.&lt;br /&gt;
&lt;br /&gt;
To change this, let&amp;#039;s add a new point by pressing the &amp;#039;&amp;#039;&amp;#039;Add Point&amp;#039;&amp;#039;&amp;#039;-button. The mouse-pointer will turn into a crosshair, click into the black viewpoint in order to place the point:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
Drag the point and watch the preview change, movie it to a position which show an &amp;quot;interesting change&amp;quot;, and adjust the frame-position of the point by entering the end-frame-number (64 in our case).&lt;br /&gt;
This is to ensure that the animation ends with the shape your &amp;quot;interesting change&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course, you may use any number of points you want, not only two. And you may create a motion-curve for any property you want to change. In the example-flame in the appendix I create a 2nd motion-curve for the shift-parameter of the gradient, in order to let the shape slowly let change the color.&lt;br /&gt;
&lt;br /&gt;
When ready, just press &amp;#039;&amp;#039;&amp;#039;Movie&amp;#039;&amp;#039;&amp;#039;-button to transfer the &amp;#039;&amp;#039;&amp;#039;animated flame&amp;#039;&amp;#039;&amp;#039; (i. e. the motion curves are bound to the flame) to the &amp;#039;&amp;#039;&amp;#039;Easy Movie Maker&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Set the duration to the desired number of frames (64 in our case) and we are done:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_movie_sequence1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Render it==&lt;br /&gt;
===Creating an ANB-file for PD Howler===&lt;br /&gt;
JWildfire supports the creation of animbrushes for &amp;#039;&amp;#039;&amp;#039;PD Howler directly&amp;#039;&amp;#039;&amp;#039;, they have the extension *.anb.&lt;br /&gt;
To create such a file, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;ANB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Anbtut01_render_anb.jpg]]&lt;br /&gt;
Hit the &amp;#039;&amp;#039;&amp;#039;Generate sequence&amp;#039;&amp;#039;&amp;#039; to render the frames and to create the ANB-file in one step. Switch to &amp;#039;&amp;#039;&amp;#039;PD Howler&amp;#039;&amp;#039;&amp;#039; and load the file using the &amp;#039;&amp;#039;&amp;#039;Brush-&amp;gt;Animated brush-&amp;gt;Open...&amp;#039;&amp;#039;&amp;#039;-menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an image-sequence===&lt;br /&gt;
If your painting-program can not import ANB-files, you can create a sequence of PNG-files from within JWildfire and then use the painting program or some third-party-software to create the animated brush. In the most cases this should be easy. &lt;br /&gt;
 &lt;br /&gt;
To create a sequence of PNG-images, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;PNG_IMAGES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Make sure, that your flame has &amp;#039;&amp;#039;&amp;#039;background-transparency&amp;#039;&amp;#039;&amp;#039; ENABLED, the ANB-exporter handles this automatically, the PNG_IMAGES-exporter does not.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_render_png.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of initial sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;45.823991543388416&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of the modified sample flame (2nd keyframe)==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;1.1757004766258534 0.6941189993197292&amp;quot; scale=&amp;quot;49.71841379390803&amp;quot; rotate=&amp;quot;-78.65079678911783&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.34&amp;quot; color=&amp;quot;0.5387849270000247&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; post=&amp;quot;0.5809558674650417 0.6953234310092115 -0.6953234310092115 0.5809558674650417 -0.7710862430305662 -0.5536003796116891&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.6&amp;quot; color=&amp;quot;0.680407062281882&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; post=&amp;quot;1.0775052623675716 -0.2438655563424056 0.2438655563424056 1.0775052623675716 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4968204C6E1D4E751A517B185481155787125A8D105D930D609A0A62A008629D07619807&lt;br /&gt;
6093075F8E065E88065D83065C7E065B79065A7406596F05586A05576505566005555A05&lt;br /&gt;
545505535005524B045146045041044F3C044E37044D31044C2C034B27034A22034A1E03&lt;br /&gt;
4F21035423045A26045F2804642B04692D046E2F057332057834057E3705833906883C06&lt;br /&gt;
8D3E069240069743079D4507A24807A74A07AC4D08B14F08B65108BB5408C15608C65909&lt;br /&gt;
CB5B09C95A0CC25710BB5315B45019AD4C1EA649229F462798422B913F308A3B35823839&lt;br /&gt;
7B353E7431426D2E47662A4B5F27505824545120594A1D5D4319623C166635136B2E0F6F&lt;br /&gt;
270C7420087819057D19057818067318066E17076A17076516086016085B150856150951&lt;br /&gt;
14094D140A48130A43130B3E120B39120B34120C30110C2B110D26100D21100E1C0F0E17&lt;br /&gt;
0F0E120E0F0E0E0F090D10040D11010E13010F1501101701111901121B01131D02141F02&lt;br /&gt;
152102162302172602182802192A021A2C021B2E021C30021D32021E34021F3602203803&lt;br /&gt;
213A03223C03233E032440032543032645032744032842032A40032B3F032C3D032D3B03&lt;br /&gt;
2F3A03303803313703333503343303353203373003382E03392D033A2B033C29033D2803&lt;br /&gt;
3E2603402503412303422103432003451E03461C03461B03441A034119033F18033C1703&lt;br /&gt;
3917023716023415023214022F13022C12022A1102271102241001220F011F0E011D0D01&lt;br /&gt;
1A0C01170B01150B01120A011009010D08000A07000806000505000A07011309031D0C05&lt;br /&gt;
260E072F110939130B42160C4C180E551B105F1D126820147222167B251885281A8E2A1B&lt;br /&gt;
972D1DA12F1FAA3221B43423BD3725C73927D03C29DA3E2AE3412CED432E6CC90969C10C&lt;br /&gt;
66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426466C2842642B&lt;br /&gt;
3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F432217451F0F481C084A&lt;br /&gt;
1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D333843303B492D&lt;br /&gt;
3D502B405628435C25466222&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of sample flame with motion-curves==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;814 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;63.63331576767474&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;48&amp;quot; motion_blur_timestep=&amp;quot;0.01&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;32&amp;quot; frame_count=&amp;quot;64&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; palette_modShiftCurve_enabled=&amp;quot;true&amp;quot; palette_modShiftCurve_view_xmin=&amp;quot;-6&amp;quot; palette_modShiftCurve_view_xmax=&amp;quot;70&amp;quot; palette_modShiftCurve_view_ymin=&amp;quot;-144.0&amp;quot; palette_modShiftCurve_view_ymax=&amp;quot;16.0&amp;quot; palette_modShiftCurve_interpolation=&amp;quot;SPLINE&amp;quot; palette_modShiftCurve_selected_idx=&amp;quot;1&amp;quot; palette_modShiftCurve_locked=&amp;quot;false&amp;quot; palette_modShiftCurve_point_count=&amp;quot;2&amp;quot; palette_modShiftCurve_x0=&amp;quot;0&amp;quot; palette_modShiftCurve_y0=&amp;quot;0.0&amp;quot; palette_modShiftCurve_x1=&amp;quot;64&amp;quot; palette_modShiftCurve_y1=&amp;quot;-128.0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; xyRotateCurve_enabled=&amp;quot;true&amp;quot; xyRotateCurve_view_xmin=&amp;quot;-6&amp;quot; xyRotateCurve_view_xmax=&amp;quot;70&amp;quot; xyRotateCurve_view_ymin=&amp;quot;-7.331048387096774&amp;quot; xyRotateCurve_view_ymax=&amp;quot;65.97943548387097&amp;quot; xyRotateCurve_interpolation=&amp;quot;SPLINE&amp;quot; xyRotateCurve_selected_idx=&amp;quot;1&amp;quot; xyRotateCurve_locked=&amp;quot;false&amp;quot; xyRotateCurve_point_count=&amp;quot;2&amp;quot; xyRotateCurve_x0=&amp;quot;0&amp;quot; xyRotateCurve_y0=&amp;quot;0.0&amp;quot; xyRotateCurve_x1=&amp;quot;64&amp;quot; xyRotateCurve_y1=&amp;quot;53.44570759625391&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=499</id>
		<title>Creating Anim-Brushes from Flame-Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Creating_Anim-Brushes_from_Flame-Fractals&amp;diff=499"/>
				<updated>2015-03-12T20:10:04Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Example Flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Creating Anim-Brushes from Flame-Fractals=&lt;br /&gt;
In most painting-programs like [http://www.thebest3d.com/howler/ PD Howler] you can not only paint with brushes, but also with animated brushes. &lt;br /&gt;
I will show you a technique which will allow you to create an endless number of awesome animated brushes from fractals on the fly. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may use those brushes to paint really interesting scenes or to create textures.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_introjpg.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Supported output formats==&lt;br /&gt;
Currently, the creation of ANB-files (PD Howler AnimBrush) ist directly supported by JWildfire. &lt;br /&gt;
If you use another painting-software, you must find out how to create an animated brush by importing an image-sequence. &lt;br /&gt;
In JWildfire you would then create an image-sequence of PNG-files (don&amp;#039;t forget to enable transparency rendering) and would use the painting-program or some other tool to create the actual animated brush. Hopefully, this sounds more complicated than it is. In PD Howler, the software I use, you can just import an image-sequence from the brush-menu, I would guess that in other painting-software it is as easy as well.&lt;br /&gt;
&lt;br /&gt;
==Basic idea==&lt;br /&gt;
[[File:Anbtut01_example1.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
The basic idea is to create a fractal animation and use the Easy Movie Maker to render it. Either by rendering frames (for further processing in your painting-programm) or creating the anim-brush directly.&amp;lt;br&amp;gt; &lt;br /&gt;
There are two possibilities to create such animated fractals in JWildfire:&lt;br /&gt;
#Key-framed animation&lt;br /&gt;
#Animation by motion-curves&lt;br /&gt;
We will show both in this tutorial.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
===Example Flame===&lt;br /&gt;
The tutorial is written using the following example-flame, but of course you may use any other flame as well. You may copy the params of this flame at the bottom of this article.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01 flame.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Make the flame transparent===&lt;br /&gt;
It is recommended to turn on background-transparency for your flame. You do this on the Coloring-tab. Please note that the background is always automatically transparent when you use the feature to create ANB-files directly from JWildfire.&lt;br /&gt;
[[File:Anbtut01_transparency.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Create an appropriate size-profile==&lt;br /&gt;
In order to render the image-sequence we will need an appropriate size profile, brushes will usually be a rather small and quadratic size. &lt;br /&gt;
A good value to play with, is a resolution of 256x256. &lt;br /&gt;
&lt;br /&gt;
Create a size profile if you do not have one, yet:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_create_size_profile.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
In the resolution-fields enter the desired values:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_size_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Alternative 1: Keyframed animation sequence==&lt;br /&gt;
The simplest approach is to create a keyframed animation sequence. Simply stated, you just create another version of your flame and let JWildfire calculate a transition between the two. &lt;br /&gt;
If you want to loop the animation-sequence (i.e., return to the initial state) you would just create keyframes: initial flame -&amp;gt; modified flame -&amp;gt; initial flame.&lt;br /&gt;
&lt;br /&gt;
#Load/create your initial flame into the main editor&lt;br /&gt;
#Copy this flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_editor.jpg]]&lt;br /&gt;
#The software automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_maker.jpg]]&lt;br /&gt;
#Go back to the &amp;quot;Flame-Editor&amp;quot;-tab and modify your flame in order to generate an interesting mutation. Slightly change colors, move triangles and maybe change a few parameters of variations. But please avoid to add or remove transforms and add or remove variations. Otherwise the generated animation sequence will probably not be very smooth.&amp;lt;br&amp;gt;&lt;br /&gt;
#Copy this modified flame to the &amp;quot;Easy Movie Maker&amp;quot; by pressing the &amp;quot;Movie&amp;quot;-button.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame2_editor.jpg]]&lt;br /&gt;
#The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We have now defined two keyframes.&lt;br /&gt;
#In order to create a smooth animation sequence between these two keyframes, we have to change certain parameters:&lt;br /&gt;
##Set the duration (number of generated frames) of the first fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. A value of 30 is a good value to start&lt;br /&gt;
##Set the number of interpolated frames of the first fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the first fractal to MORPH&lt;br /&gt;
##Set the duration of the second fractal to 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence1.jpg]]&lt;br /&gt;
#You could stop here, but we want to create a closed (looping) animation. In order to do this we have to add a third keyframe and use the first fractal for it&lt;br /&gt;
#So, reload the first fractal into the editor and press the &amp;quot;Movie&amp;quot;-button. The software again automatically switches to the &amp;quot;Easy Movie Maker&amp;quot;-tab. We now have defined three keyframes. Again, we have to adjust some parameters of the animation sequence.&lt;br /&gt;
##&lt;br /&gt;
##Set the duration (number of generated frames) of the second fractal in the field &amp;quot;Duration (frames)&amp;quot; to the desired value. In my example I used a shorter value than before, for example 16&lt;br /&gt;
##Set the number of interpolated frames of the second fractal in the field &amp;quot;Morpth (frames)&amp;quot; to the same value&lt;br /&gt;
##Important: set the morph-type of the second fractal to MORPH&lt;br /&gt;
##Set the duration of the third fractal to 1&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame1_movie_sequence2.jpg]]&lt;br /&gt;
#We just finished the design process and can preview the sequence by pressing the &amp;quot;Play&amp;quot;-button.&lt;br /&gt;
&lt;br /&gt;
==Alternative 2: Animation by using motion-curves==&lt;br /&gt;
Creating animations by motion-curves is much more versatile and precise, but probably takes a little more effort.&lt;br /&gt;
&lt;br /&gt;
To start with it, you must enable the availability of motion-curves in the interface by pressing the large button with the movie-like-symbol:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_enable_motion_curves.jpg]]&lt;br /&gt;
This adds small buttons to nearly each parameter-field. Instead of having a fixed value in this field you can have a motion-curve which describes the change of the property over time.&lt;br /&gt;
Time is here represented by frame-numbers, together with a frame-rate (fps=frames per seconds) you can come to time in seconds. But, for creating an anim-brush it is sufficient to work with frame-numbers, we want create a sequence of 64 frames now.&lt;br /&gt;
&lt;br /&gt;
It is recommended, but not necessary to enter the desired frame count in the &amp;#039;&amp;#039;&amp;#039;Frame count&amp;#039;&amp;#039;&amp;#039;-field at the right border of the editor window:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_framecount.jpg]]&lt;br /&gt;
&lt;br /&gt;
Please select now the 2nd transform (the having linear as only variation), and click at the small motion-curve-button left of the rotate-button, in order to create a motion-curve for the rotation-angle of the 2nd transform:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_create_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
When entering point, you see only one point, which means the value is not changing over time. &lt;br /&gt;
Values at frames before the first point are equal to the value at the first point, where values at frames after the last point are equal to the value at the last point.&lt;br /&gt;
So, when you have only one point, the value is the same for all frames.&lt;br /&gt;
&lt;br /&gt;
To change this, let&amp;#039;s add a new point by pressing the &amp;#039;&amp;#039;&amp;#039;Add Point&amp;#039;&amp;#039;&amp;#039;-button. The mouse-pointer will turn into a crosshair, click into the black viewpoint in order to place the point:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve.jpg]]&lt;br /&gt;
&lt;br /&gt;
Drag the point and watch the preview change, movie it to a position which show an &amp;quot;interesting change&amp;quot;, and adjust the frame-position of the point by entering the end-frame-number (64 in our case).&lt;br /&gt;
This is to ensure that the animation ends with the shape your &amp;quot;interesting change&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_edit_motion_curve2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course, you may use any number of points you want, not only two. And you may create a motion-curve for any property you want to change. In the example-flame in the appendix I create a 2nd motion-curve for the shift-parameter of the gradient, in order to let the shape slowly let change the color.&lt;br /&gt;
&lt;br /&gt;
When ready, just press &amp;#039;&amp;#039;&amp;#039;Movie&amp;#039;&amp;#039;&amp;#039;-button to transfer the &amp;#039;&amp;#039;&amp;#039;animated flame&amp;#039;&amp;#039;&amp;#039; (i. e. the motion curves are bound to the flame) to the &amp;#039;&amp;#039;&amp;#039;Easy Movie Maker&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_editor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Set the duration to the desired number of frames (64 in our case) and we are done:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_flame3_movie_sequence1.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Render it==&lt;br /&gt;
===Creating an ANB-file for PD Howler===&lt;br /&gt;
JWildfire supports the creation of animbrushes for &amp;#039;&amp;#039;&amp;#039;PD Howler directly&amp;#039;&amp;#039;&amp;#039;, they have the extension *.anb.&lt;br /&gt;
To create such a file, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;ANB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Anbtut01_render_anb.jpg]]&lt;br /&gt;
Hit the &amp;#039;&amp;#039;&amp;#039;Generate sequence&amp;#039;&amp;#039;&amp;#039; to render the frames and to create the ANB-file in one step. Switch to &amp;#039;&amp;#039;&amp;#039;PD Howler&amp;#039;&amp;#039;&amp;#039; and load the file using the &amp;#039;&amp;#039;&amp;#039;Brush-&amp;gt;Animated brush-&amp;gt;Open...&amp;#039;&amp;#039;&amp;#039;-menu.&lt;br /&gt;
&lt;br /&gt;
===Creating an image-sequence===&lt;br /&gt;
If your painting-program can not import ANB-files, you can create a sequence of PNG-files from within JWildfire and then use the painting program or some third-party-software to create the animated brush. In the most cases this should be easy. &lt;br /&gt;
 &lt;br /&gt;
To create a sequence of PNG-images, choose in the Easy-Movie-Maker the following settings:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: your desired resolution for the brush, usually square size&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: a quality-profile with some decent quality, a value of 500 is a good start to experiment with&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Output&amp;#039;&amp;#039;&amp;#039;: &amp;#039;&amp;#039;&amp;#039;PNG_IMAGES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Make sure, that your flame has &amp;#039;&amp;#039;&amp;#039;background-transparency&amp;#039;&amp;#039;&amp;#039; ENABLED, the ANB-exporter handles this automatically, the PNG_IMAGES-exporter does not.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Anbtut01_render_png.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Appendix=&lt;br /&gt;
==Params of initial sample flame==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;45.823991543388416&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of the modified sample flame (2nd keyframe)==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;458 458&amp;quot; center=&amp;quot;1.1757004766258534 0.6941189993197292&amp;quot; scale=&amp;quot;49.71841379390803&amp;quot; rotate=&amp;quot;-78.65079678911783&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;12&amp;quot; motion_blur_timestep=&amp;quot;0.015&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;1&amp;quot; frame_count=&amp;quot;300&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.34&amp;quot; color=&amp;quot;0.5387849270000247&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; post=&amp;quot;0.5809558674650417 0.6953234310092115 -0.6953234310092115 0.5809558674650417 -0.7710862430305662 -0.5536003796116891&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.6&amp;quot; color=&amp;quot;0.680407062281882&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; post=&amp;quot;1.0775052623675716 -0.2438655563424056 0.2438655563424056 1.0775052623675716 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
4968204C6E1D4E751A517B185481155787125A8D105D930D609A0A62A008629D07619807&lt;br /&gt;
6093075F8E065E88065D83065C7E065B79065A7406596F05586A05576505566005555A05&lt;br /&gt;
545505535005524B045146045041044F3C044E37044D31044C2C034B27034A22034A1E03&lt;br /&gt;
4F21035423045A26045F2804642B04692D046E2F057332057834057E3705833906883C06&lt;br /&gt;
8D3E069240069743079D4507A24807A74A07AC4D08B14F08B65108BB5408C15608C65909&lt;br /&gt;
CB5B09C95A0CC25710BB5315B45019AD4C1EA649229F462798422B913F308A3B35823839&lt;br /&gt;
7B353E7431426D2E47662A4B5F27505824545120594A1D5D4319623C166635136B2E0F6F&lt;br /&gt;
270C7420087819057D19057818067318066E17076A17076516086016085B150856150951&lt;br /&gt;
14094D140A48130A43130B3E120B39120B34120C30110C2B110D26100D21100E1C0F0E17&lt;br /&gt;
0F0E120E0F0E0E0F090D10040D11010E13010F1501101701111901121B01131D02141F02&lt;br /&gt;
152102162302172602182802192A021A2C021B2E021C30021D32021E34021F3602203803&lt;br /&gt;
213A03223C03233E032440032543032645032744032842032A40032B3F032C3D032D3B03&lt;br /&gt;
2F3A03303803313703333503343303353203373003382E03392D033A2B033C29033D2803&lt;br /&gt;
3E2603402503412303422103432003451E03461C03461B03441A034119033F18033C1703&lt;br /&gt;
3917023716023415023214022F13022C12022A1102271102241001220F011F0E011D0D01&lt;br /&gt;
1A0C01170B01150B01120A011009010D08000A07000806000505000A07011309031D0C05&lt;br /&gt;
260E072F110939130B42160C4C180E551B105F1D126820147222167B251885281A8E2A1B&lt;br /&gt;
972D1DA12F1FAA3221B43423BD3725C73927D03C29DA3E2AE3412CED432E6CC90969C10C&lt;br /&gt;
66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426466C2842642B&lt;br /&gt;
3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F432217451F0F481C084A&lt;br /&gt;
1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D333843303B492D&lt;br /&gt;
3D502B405628435C25466222&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Params of sample flame with motion-curves==&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;flame smooth_gradient=&amp;quot;0&amp;quot; version=&amp;quot;JWildfire 2.34 (22.02.2015)&amp;quot; size=&amp;quot;814 458&amp;quot; center=&amp;quot;0.6301118051385284 0.6584322003862277&amp;quot; scale=&amp;quot;63.63331576767474&amp;quot; rotate=&amp;quot;-37.96116888765869&amp;quot; filter=&amp;quot;0.0&amp;quot; filter_kernel=&amp;quot;GAUSSIAN&amp;quot; quality=&amp;quot;100.0&amp;quot; background=&amp;quot;0.0 0.0 0.0&amp;quot; bg_transparency=&amp;quot;1&amp;quot; brightness=&amp;quot;4.0&amp;quot; saturation=&amp;quot;1.0&amp;quot; gamma=&amp;quot;4.0&amp;quot; gamma_threshold=&amp;quot;0.01&amp;quot; vibrancy=&amp;quot;1.0&amp;quot; contrast=&amp;quot;1.0&amp;quot; white_level=&amp;quot;200.0&amp;quot; temporal_samples=&amp;quot;1.0&amp;quot; cam_zoom=&amp;quot;1.0&amp;quot; cam_pitch=&amp;quot;0.0&amp;quot; cam_yaw=&amp;quot;0.0&amp;quot; cam_persp=&amp;quot;0.0&amp;quot; cam_xfocus=&amp;quot;0.0&amp;quot; cam_yfocus=&amp;quot;0.0&amp;quot; cam_zfocus=&amp;quot;0.0&amp;quot; cam_pos_x=&amp;quot;0.0&amp;quot; cam_pos_y=&amp;quot;0.0&amp;quot; cam_pos_z=&amp;quot;0.0&amp;quot; cam_zpos=&amp;quot;0.0&amp;quot; cam_dof=&amp;quot;0.0&amp;quot; cam_dof_area=&amp;quot;0.5&amp;quot; cam_dof_exponent=&amp;quot;2.0&amp;quot; cam_dof_shape=&amp;quot;BUBBLE&amp;quot; cam_dof_scale=&amp;quot;1.0&amp;quot; cam_dof_rotate=&amp;quot;0.0&amp;quot; cam_dof_fade=&amp;quot;1.0&amp;quot; resolution_profile=&amp;quot;256x256&amp;quot; shading_shading=&amp;quot;FLAT&amp;quot; antialias_amount=&amp;quot;0.75&amp;quot; antialias_radius=&amp;quot;0.36&amp;quot; motion_blur_length=&amp;quot;48&amp;quot; motion_blur_timestep=&amp;quot;0.01&amp;quot; motion_blur_decay=&amp;quot;0.03&amp;quot; post_symmetry_type=&amp;quot;NONE&amp;quot; post_symmetry_order=&amp;quot;3&amp;quot; post_symmetry_centre_x=&amp;quot;0.0&amp;quot; post_symmetry_centre_y=&amp;quot;0.0&amp;quot; post_symmetry_distance=&amp;quot;1.25&amp;quot; post_symmetry_rotation=&amp;quot;6.0&amp;quot; frame=&amp;quot;32&amp;quot; frame_count=&amp;quot;64&amp;quot; mixer_mode=&amp;quot;OFF&amp;quot; palette_modShiftCurve_enabled=&amp;quot;true&amp;quot; palette_modShiftCurve_view_xmin=&amp;quot;-6&amp;quot; palette_modShiftCurve_view_xmax=&amp;quot;70&amp;quot; palette_modShiftCurve_view_ymin=&amp;quot;-144.0&amp;quot; palette_modShiftCurve_view_ymax=&amp;quot;16.0&amp;quot; palette_modShiftCurve_interpolation=&amp;quot;SPLINE&amp;quot; palette_modShiftCurve_selected_idx=&amp;quot;1&amp;quot; palette_modShiftCurve_locked=&amp;quot;false&amp;quot; palette_modShiftCurve_point_count=&amp;quot;2&amp;quot; palette_modShiftCurve_x0=&amp;quot;0&amp;quot; palette_modShiftCurve_y0=&amp;quot;0.0&amp;quot; palette_modShiftCurve_x1=&amp;quot;64&amp;quot; palette_modShiftCurve_y1=&amp;quot;-128.0&amp;quot; &amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; cannabiscurve_wf=&amp;quot;1.0&amp;quot; cannabiscurve_wf_filled=&amp;quot;1&amp;quot; coefs=&amp;quot;1.0 0.0 0.0 1.0 0.0 0.0&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;xform weight=&amp;quot;0.5&amp;quot; color=&amp;quot;0.0&amp;quot; mod_gamma=&amp;quot;0.0&amp;quot; mod_gamma_speed=&amp;quot;0.0&amp;quot; mod_contrast=&amp;quot;0.0&amp;quot; mod_contrast_speed=&amp;quot;0.0&amp;quot; mod_saturation=&amp;quot;0.0&amp;quot; mod_saturation_speed=&amp;quot;0.0&amp;quot; symmetry=&amp;quot;0.0&amp;quot; linear3D=&amp;quot;1.0&amp;quot; coefs=&amp;quot;0.12799208171992568 0.7314273901194848 -0.7314273901194848 0.12799208171992568 1.5817153703191111 1.2258294119973112&amp;quot; chaos=&amp;quot;1.0 1.0&amp;quot; xyRotateCurve_enabled=&amp;quot;true&amp;quot; xyRotateCurve_view_xmin=&amp;quot;-6&amp;quot; xyRotateCurve_view_xmax=&amp;quot;70&amp;quot; xyRotateCurve_view_ymin=&amp;quot;-7.331048387096774&amp;quot; xyRotateCurve_view_ymax=&amp;quot;65.97943548387097&amp;quot; xyRotateCurve_interpolation=&amp;quot;SPLINE&amp;quot; xyRotateCurve_selected_idx=&amp;quot;1&amp;quot; xyRotateCurve_locked=&amp;quot;false&amp;quot; xyRotateCurve_point_count=&amp;quot;2&amp;quot; xyRotateCurve_x0=&amp;quot;0&amp;quot; xyRotateCurve_y0=&amp;quot;0.0&amp;quot; xyRotateCurve_x1=&amp;quot;64&amp;quot; xyRotateCurve_y1=&amp;quot;53.44570759625391&amp;quot; /&amp;gt;&lt;br /&gt;
  &amp;lt;palette count=&amp;quot;256&amp;quot; format=&amp;quot;RGB&amp;quot; &amp;gt;&lt;br /&gt;
6CC90969C10C66BA0E62B2115FAA135CA216599B1956931B528B1E4F83214C7C23497426&lt;br /&gt;
466C2842642B3F5D2E3C5530394D33364635323E382F363B2C2E3D292740261F43221745&lt;br /&gt;
1F0F481C084A1B054B1E0C48211246241843271E4029243D2C2B3B2F3138323735353D33&lt;br /&gt;
3843303B492D3D502B405628435C254662224968204C6E1D4E751A517B18548115578712&lt;br /&gt;
5A8D105D930D609A0A62A008629D076198076093075F8E065E88065D83065C7E065B7906&lt;br /&gt;
5A7406596F05586A05576505566005555A05545505535005524B045146045041044F3C04&lt;br /&gt;
4E37044D31044C2C034B27034A22034A1E034F21035423045A26045F2804642B04692D04&lt;br /&gt;
6E2F057332057834057E3705833906883C068D3E069240069743079D4507A24807A74A07&lt;br /&gt;
AC4D08B14F08B65108BB5408C15608C65909CB5B09C95A0CC25710BB5315B45019AD4C1E&lt;br /&gt;
A649229F462798422B913F308A3B358238397B353E7431426D2E47662A4B5F2750582454&lt;br /&gt;
5120594A1D5D4319623C166635136B2E0F6F270C7420087819057D19057818067318066E&lt;br /&gt;
17076A17076516086016085B15085615095114094D140A48130A43130B3E120B39120B34&lt;br /&gt;
120C30110C2B110D26100D21100E1C0F0E170F0E120E0F0E0E0F090D10040D11010E1301&lt;br /&gt;
0F1501101701111901121B01131D02141F02152102162302172602182802192A021A2C02&lt;br /&gt;
1B2E021C30021D32021E34021F3602203803213A03223C03233E03244003254303264503&lt;br /&gt;
2744032842032A40032B3F032C3D032D3B032F3A03303803313703333503343303353203&lt;br /&gt;
373003382E03392D033A2B033C29033D28033E2603402503412303422103432003451E03&lt;br /&gt;
461C03461B03441A034119033F18033C17033917023716023415023214022F13022C1202&lt;br /&gt;
2A1102271102241001220F011F0E011D0D011A0C01170B01150B01120A011009010D0800&lt;br /&gt;
0A07000806000505000A07011309031D0C05260E072F110939130B42160C4C180E551B10&lt;br /&gt;
5F1D126820147222167B251885281A8E2A1B972D1DA12F1FAA3221B43423BD3725C73927&lt;br /&gt;
D03C29DA3E2AE3412CED432E&amp;lt;/palette&amp;gt;&lt;br /&gt;
&amp;lt;/flame&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=470</id>
		<title>Manual Operators</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=470"/>
				<updated>2015-03-09T20:20:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* The concept of buffers and operators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be honest, the Operators-part of the software is currently the oldest and weakest one, but it still has some cool features. Much of this stuff originates from the old Amiga-days, but lacks the cool Drag&amp;amp;Drop-Interface.&lt;br /&gt;
&lt;br /&gt;
==Original idea==&lt;br /&gt;
The basic idea was to have channels of images which could be connected by operators to create other channels of images which could be connnected by other operators to create other... etc.&lt;br /&gt;
And to be able to animate any of the parameters of those operators by drawing a curve, a motion-curve or envelope.&lt;br /&gt;
&lt;br /&gt;
So, say, you have an image, and drag a rotate-operator on it, and draw a motion-curve (usually a ramp) for the rotation, to get a rotating image.&lt;br /&gt;
Then combine this rotating image with some fade-out-operator where you draw a curve for the brightness. The result is a fading out rotating image.&lt;br /&gt;
&lt;br /&gt;
==The concept of buffers and operators==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffers&amp;#039;&amp;#039;&amp;#039; are slots for images or 3D-structure (more on this later).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Operators&amp;#039;&amp;#039;&amp;#039; modify the content of one buffer and create another buffer (you can modify by another operator, and so on).&lt;br /&gt;
&lt;br /&gt;
Each buffer is displayed in a separate window and has an unique name which is displayed in the window title. &lt;br /&gt;
When applying an operator you use this name to specify which buffer to change.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers1.jpg]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; After applying an operator this operator creates a new buffer which can be used as input for another operator. You may access the buffers also from the main window menu.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Saving images==&lt;br /&gt;
To save an image select the window and then select the &amp;#039;&amp;#039;&amp;#039;Save&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Loading images==&lt;br /&gt;
To load an image select &amp;#039;&amp;#039;&amp;#039;Open&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;. Supported are images in the formats PNG, JPG and HDR. I.e. you may also open the HDR-images created by the &amp;#039;&amp;#039;&amp;#039;Flame-fractal-editor&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of operators==&lt;br /&gt;
There are three types of operators, you see three corresponding tabs at the Operators-window:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Transform&amp;#039;&amp;#039;&amp;#039;: Transform a buffer into another buffer (e. g. modify the colors of an image) &lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;: Create a new buffer (image), e. g. create a fractal image&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Load image&amp;#039;&amp;#039;&amp;#039;: Load an image from disk. This is primarily for doing animations and loading sequences of images as input. E.g. scaling down an image-sequence&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=469</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=469"/>
				<updated>2015-03-09T00:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Implementation as flame-fractal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation was just a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
Since it was so powerful and complex, it made sense to create a new module for just this variation.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH simpler and more intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an IFlame, like DoF and bokeh.&lt;br /&gt;
Also, it is possible to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation Back into to IFlames-editor. Since you would already have the &amp;quot;iflames_wf&amp;quot; in the original only the first one can be modified with with IFlames-Editor.&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory (folder) for stuff related to IFlames, e.g. &amp;quot;D:\Graphics\IFlames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\IFlames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of IFlames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside IFlames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\IFlames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first IFlame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your library to construct an IFlame &lt;br /&gt;
#To use another image double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them into the library folder. &lt;br /&gt;
#To use a different flame in the creation of your new image&lt;br /&gt;
##Select the flame to be replaced using the drop-down list of thumbnails at the bottom left&lt;br /&gt;
##Double-click the thumbnail of the flame that should replace the original in the flame library list at the far right &lt;br /&gt;
#If you want to use an external flame, load one by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to your library. To add flames to the library, you must copy them into the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox&lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your IFlames==&lt;br /&gt;
After all, an IFlame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur and, of course, you can render it using the interactive-renderer. &lt;br /&gt;
To change the default camera view inside the IFlames-editor, you may export the IFlame into the main editor, change view, and import it back into the IFlames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=462</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=462"/>
				<updated>2015-03-08T19:07:24Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Use the main flame module to post-edit and render your iflames */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation was just a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It was so powerful and complex, that it made sense to create a new module for just this variation.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH simpler and more intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an IFlame, like DoF and bokeh.&lt;br /&gt;
~TO DO~ And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory (folder) for stuff related to IFlames, e.g. &amp;quot;D:\Graphics\IFlames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\IFlames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of IFlames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside IFlames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\IFlames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first IFlame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your library to construct an IFlame &lt;br /&gt;
#To use another image double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them into the library folder. &lt;br /&gt;
#To use a different flame in the creation of your new image&lt;br /&gt;
##Select the flame to be replaced using the drop-down list of thumbnails at the bottom left&lt;br /&gt;
##Double-click the thumbnail of the flame that should replace the original in the flame library list at the far right &lt;br /&gt;
#If you want to use an external flame, load one by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to your library. To add flames to the library, you must copy them into the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox&lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your IFlames==&lt;br /&gt;
After all, an IFlame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur and, of course, you can render it using the interactive-renderer. &lt;br /&gt;
To change the default camera view inside the IFlames-editor, you may export the IFlame into the main editor, change view, and import it back into the IFlames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=461</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=461"/>
				<updated>2015-03-08T19:05:41Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Create your first IFlame using your library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation was just a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It was so powerful and complex, that it made sense to create a new module for just this variation.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH simpler and more intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an IFlame, like DoF and bokeh.&lt;br /&gt;
~TO DO~ And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory (folder) for stuff related to IFlames, e.g. &amp;quot;D:\Graphics\IFlames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\IFlames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of IFlames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside IFlames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\IFlames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first IFlame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your library to construct an IFlame &lt;br /&gt;
#To use another image double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them into the library folder. &lt;br /&gt;
#To use a different flame in the creation of your new image&lt;br /&gt;
##Select the flame to be replaced using the drop-down list of thumbnails at the bottom left&lt;br /&gt;
##Double-click the thumbnail of the flame that should replace the original in the flame library list at the far right &lt;br /&gt;
#If you want to use an external flame, load one by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to your library. To add flames to the library, you must copy them into the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox&lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=460</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=460"/>
				<updated>2015-03-08T19:02:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Create your first iflame using your library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation was just a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It was so powerful and complex, that it made sense to create a new module for just this variation.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH simpler and more intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an IFlame, like DoF and bokeh.&lt;br /&gt;
~TO DO~ And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory (folder) for stuff related to IFlames, e.g. &amp;quot;D:\Graphics\IFlames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\IFlames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of IFlames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside IFlames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\IFlames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first IFlame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your library to construct an IFlame &lt;br /&gt;
#To use another image double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them into the library folder. &lt;br /&gt;
#To use a different flame in the creation of your new image, select the flame to be replaced using the drop-down list of thumbnails at the bottom left, then double-click the thumbnail of the flame that should replace the original in the flame library list at the far right &lt;br /&gt;
#If you want to use an external flame, load one by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to your library. To add flames to the library, you must copy them into the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox&lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=459</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=459"/>
				<updated>2015-03-08T18:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Create a library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation was just a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It was so powerful and complex, that it made sense to create a new module for just this variation.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH simpler and more intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an IFlame, like DoF and bokeh.&lt;br /&gt;
~TO DO~ And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory (folder) for stuff related to IFlames, e.g. &amp;quot;D:\Graphics\IFlames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\IFlames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of IFlames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside IFlames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\IFlames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\IFlames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first iflame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your libary to construct an iflame &lt;br /&gt;
#To use another image just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, just load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them to the library folder. &lt;br /&gt;
#To exchange a flame just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external flame, just load by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to library. To add flames to the library you have to copy them to the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox &lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=458</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=458"/>
				<updated>2015-03-08T18:40:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Implementation as flame-fractal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation was just a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It was so powerful and complex, that it made sense to create a new module for just this variation.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH simpler and more intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an IFlame, like DoF and bokeh.&lt;br /&gt;
~TO DO~ And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory for stuff related to iflames, e.g. &amp;quot;D:\Graphics\iflames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\iflames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\iflames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of iflames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside iflames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\iflames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\iflames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first iflame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your libary to construct an iflame &lt;br /&gt;
#To use another image just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, just load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them to the library folder. &lt;br /&gt;
#To exchange a flame just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external flame, just load by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to library. To add flames to the library you have to copy them to the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox &lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=457</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=457"/>
				<updated>2015-03-08T18:35:34Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Mutations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
It is not necessary for all small shapes to be the same.  You may also create mutations by specifying a set of flames or flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may be modified this way, including the parameters of each variation. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation came just as a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It is was so powerful and heavy-weighted, that it made sense to create a new module for it.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH more simpler and intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an iflame, like DoF and bokeh.&lt;br /&gt;
And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory for stuff related to iflames, e.g. &amp;quot;D:\Graphics\iflames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\iflames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\iflames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of iflames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside iflames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\iflames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\iflames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first iflame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your libary to construct an iflame &lt;br /&gt;
#To use another image just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, just load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them to the library folder. &lt;br /&gt;
#To exchange a flame just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external flame, just load by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to library. To add flames to the library you have to copy them to the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox &lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=456</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=456"/>
				<updated>2015-03-08T18:33:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* What are IFlames? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;IFlame&amp;quot; is a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging the &amp;quot;important&amp;quot; pixels of an image with small fractals. &lt;br /&gt;
i. e., an IFlame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be monochrome in color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of a flame, like size or variation in size and orientation.&lt;br /&gt;
Currently, there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
Not necessarily all small shapes must be same, you may also create mutations by specifying a set of flames-flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may modified this way, including parameters of variations. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation came just as a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It is was so powerful and heavy-weighted, that it made sense to create a new module for it.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH more simpler and intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an iflame, like DoF and bokeh.&lt;br /&gt;
And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory for stuff related to iflames, e.g. &amp;quot;D:\Graphics\iflames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\iflames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\iflames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of iflames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside iflames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\iflames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\iflames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first iflame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your libary to construct an iflame &lt;br /&gt;
#To use another image just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, just load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them to the library folder. &lt;br /&gt;
#To exchange a flame just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external flame, just load by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to library. To add flames to the library you have to copy them to the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox &lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=455</id>
		<title>Manual IFlames</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_IFlames&amp;diff=455"/>
				<updated>2015-03-08T18:20:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* What are IFlames? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
==What are IFlames?==&lt;br /&gt;
An &amp;quot;iflame&amp;quot; is some kind of a symbiosis of computer images and flame fractals. The basic idea is to build one huge fractal by exchanging  &amp;quot;important&amp;quot; pixels of an image by small fractals. &lt;br /&gt;
I. e., an iflame is made by combining a picture (which may be another fractal or any other image) and a number of base-fractals.&lt;br /&gt;
The base-fractals should have rather simple shapes, should be in monochrome color and occupy only a small area of the screen. &lt;br /&gt;
You can use multiple fractals per flame, and specify numerous parameters for each of this flames, like size or variation in size and orientation.&lt;br /&gt;
Currently there are about 400 parameters allowing for endless possibilities to play with.&lt;br /&gt;
&lt;br /&gt;
==Mutations==&lt;br /&gt;
Not necessarily all small shapes must be same, you may also create mutations by specifying a set of flames-flame-parameters which is modified in order to compute a different flame.&lt;br /&gt;
Each possible parameter may modified this way, including parameters of variations. &lt;br /&gt;
For example, you may create a collection of different polygons by using a flame with the &amp;quot;nBlur&amp;quot;-variation and varying the &amp;quot;numEdges&amp;quot;-parameter&lt;br /&gt;
&lt;br /&gt;
==Implementation as flame-fractal==&lt;br /&gt;
To make things simple (and quick to implement) the initial implementation came just as a regular variation called &amp;quot;iflames_wf&amp;quot;. &lt;br /&gt;
It is was so powerful and heavy-weighted, that it made sense to create a new module for it.&lt;br /&gt;
IFlames are still flames and can be handled like any other flame, but using the IFlames-editor is is MUCH more simpler and intuitive to create them.&lt;br /&gt;
After that, you can use the same workflow and tools for creating images as you use for regular flames, and you can even add more effects to an iflame, like DoF and bokeh.&lt;br /&gt;
And, of course, it is possible, to load a flame with the &amp;quot;iflames_wf&amp;quot;-variation into to IFlames-editor back. But, if you would have the &amp;quot;iflames_wf&amp;quot; in this flame multiple only the first one can be modified with with IFlames-Editor&lt;br /&gt;
&lt;br /&gt;
=Getting started=&lt;br /&gt;
==Create a library==&lt;br /&gt;
Even if it is not truly necessary, it is highly recommended, to create a library. It makes it a lot easier (and a lot of more fun) to just play around with iflames.&lt;br /&gt;
&lt;br /&gt;
A library is a collection of images and flames which can be used by double-clicking at them in the interface to compose iflames.&lt;br /&gt;
&lt;br /&gt;
Here is a short guide to create your initial library: &lt;br /&gt;
#Create a new main directory for stuff related to iflames, e.g. &amp;quot;D:\Graphics\iflames&amp;quot; &lt;br /&gt;
#Create a sub directory to hold images, e.g. &amp;quot;D:\Graphics\iflames\image-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite images (as *.PNG-files) into the image-drawer, 5-10 images is a good number to start &lt;br /&gt;
#Create a sub directory to hold flames, e.g. &amp;quot;D:\Graphics\iflames\flame-library&amp;quot; &lt;br /&gt;
#Copy some of your favourite flames (as *.FLAME-files) into the flame-drawer, 5-10 flames is a good number to start. Please note that not all flames will work well inside of iflames, and only flames with one layer are supported. Additionally, most &amp;quot;special effects&amp;quot; like post-symmetry or bokeh-effects will be not be visible inside iflames. Flames with simple and sharp structure work the best, e. g. a fractal flower. &lt;br /&gt;
#Enter the Preferences-window and change the following settings: &lt;br /&gt;
##Set iflamesFlameLibraryPath to the path of your image-library (&amp;quot;D:\Graphics\iflames\image-library&amp;quot; in the example) &lt;br /&gt;
##Set iflamesImageLibraryPath to the path of your flame-library (&amp;quot;D:\Graphics\iflames\flame-library&amp;quot; in the example) &lt;br /&gt;
##Check the option iflamesLoadLibraryAtStartup to automatically load the library at startup &lt;br /&gt;
#Close JWildfire and open it again, loading the library for the first time may take some time (depends on the number of images and flames), so please be patient. You now should see two columns of thumbnails showing your images and flames.&lt;br /&gt;
&lt;br /&gt;
==Create your first iflame using your library==&lt;br /&gt;
#Just hit the &amp;quot;New IFlame&amp;quot;-button. The program uses a random image from your library and some random flames from your libary to construct an iflame &lt;br /&gt;
#To use another image just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external image, just load by pressing the &amp;quot;Add images&amp;quot;-button. Please note, that such images will not be added to library. To add images to the library you have to copy them to the library folder. &lt;br /&gt;
#To exchange a flame just double-click at the thumbnail &lt;br /&gt;
#If you want to use an external flame, just load by pressing the &amp;quot;Add flames&amp;quot;-button. Please note, that such flames will not be added to library. To add flames to the library you have to copy them to the library folder. &lt;br /&gt;
#Switch between several base-flames using the &amp;quot;Base-Flame&amp;quot;-Listbox &lt;br /&gt;
&lt;br /&gt;
==Use the main flame module to post-edit and render your iflames==&lt;br /&gt;
After all, an iflame still remains a flame. So you can open it in the main editor like any other flame to adjust the render-settings, camera, coloring, bokeh, ... as you would do with a regular flame.&lt;br /&gt;
You can also animate it and add motion-blur. And, you can render it using the interactive-renderer, of course. &lt;br /&gt;
To change the default camera view inside the iflames-editor, you may export the iflame into the main editor, change view, and import it back into the iflames-editor.&lt;br /&gt;
Now, have fun!&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=454</id>
		<title>Manual Operators</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=454"/>
				<updated>2015-03-08T05:02:39Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* The concept of buffers and operators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be honest, the Operators-part of the software is currently the oldest and weakest one, but it still has some cool features. Much of this stuff originates from the old Amiga-days, but lacks the cool Drag&amp;amp;Drop-Interface.&lt;br /&gt;
&lt;br /&gt;
==Original idea==&lt;br /&gt;
The basic idea was to have channels of images which could be connected by operators to create other channels of images which could be connnected by other operators to create other... etc.&lt;br /&gt;
And to be able to animate any of the parameters of those operators by drawing a curve, a motion-curve or envelope.&lt;br /&gt;
&lt;br /&gt;
So, say, you have an image, and drag a rotate-operator on it, and draw a motion-curve (usually a ramp) for the rotation, to get a rotating image.&lt;br /&gt;
Then combine this rotating image with some fade-out-operator where you draw a curve for the brightness. The result is a fading out rotating image.&lt;br /&gt;
&lt;br /&gt;
==The concept of buffers and operators==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffers&amp;#039;&amp;#039;&amp;#039; are slots for images or 3D-structure (more on this later).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Operators&amp;#039;&amp;#039;&amp;#039; modify the content of one buffer and create another buffer (you can modify by another operator, and so on).&lt;br /&gt;
&lt;br /&gt;
Each buffer is displayed in a separate window and has an unique name which is displayed in the window title. &lt;br /&gt;
When applying an operator you use this name to specify which buffer to change.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers1.jpg]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; After applying an operator this operator creates a new buffer which can be used as input for another operator. You may access the buffers also from the main window menu.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Saving images==&lt;br /&gt;
To save an image select the window and then select the &amp;#039;&amp;#039;&amp;#039;Save&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Loading images==&lt;br /&gt;
To load an image select &amp;#039;&amp;#039;&amp;#039;Open&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;. Supported are images in the formats PNG, JPG and HDR. I.e. you may also open the HDR-images created by the &amp;#039;&amp;#039;&amp;#039;Flame-fractal-editor&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of operators==&lt;br /&gt;
There are three types of operators, you see three corresponding tabs at the Operators-window:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Transform&amp;#039;&amp;#039;&amp;#039;: Transform a buffer into another buffer (e. g. modify the colors of an image) &lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;: Create a new buffer (image), e. g. create a fractal image&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Load image&amp;#039;&amp;#039;&amp;#039;: Load an image from disk. This is primarily for doing animations and loading sequences of images as input. E.g. scaling down an image-sequence&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=453</id>
		<title>Manual Operators</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=453"/>
				<updated>2015-03-08T04:32:47Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* The concept of buffers and operators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be honest, the Operators-part of the software is currently the oldest and weakest one, but it still has some cool features. Much of this stuff originates from the old Amiga-days, but lacks the cool Drag&amp;amp;Drop-Interface.&lt;br /&gt;
&lt;br /&gt;
==Original idea==&lt;br /&gt;
The basic idea was to have channels of images which could be connected by operators to create other channels of images which could be connnected by other operators to create other... etc.&lt;br /&gt;
And to be able to animate any of the parameters of those operators by drawing a curve, a motion-curve or envelope.&lt;br /&gt;
&lt;br /&gt;
So, say, you have an image, and drag a rotate-operator on it, and draw a motion-curve (usually a ramp) for the rotation, to get a rotating image.&lt;br /&gt;
Then combine this rotating image with some fade-out-operator where you draw a curve for the brightness. The result is a fading out rotating image.&lt;br /&gt;
&lt;br /&gt;
==The concept of buffers and operators==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffers&amp;#039;&amp;#039;&amp;#039; are slots for images or 3D-structure (more on this later).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Operators&amp;#039;&amp;#039;&amp;#039; modify the content of one buffer and create another buffer (you can modify by another operator, and so on).&lt;br /&gt;
&lt;br /&gt;
Each buffer is displayed in a separate window and has an unique name which is displayed in the window title. &lt;br /&gt;
When applying an operator you use this name to specify which buffer to change.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers1.jpg]]&lt;br /&gt;
&lt;br /&gt;
After applying an operator this operator creates a new buffer which can be used as input for another operator. You may access the buffers also from the main window menu.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Saving images==&lt;br /&gt;
To save an image select the window and then select the &amp;#039;&amp;#039;&amp;#039;Save&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Loading images==&lt;br /&gt;
To load an image select &amp;#039;&amp;#039;&amp;#039;Open&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;. Supported are images in the formats PNG, JPG and HDR. I.e. you may also open the HDR-images created by the &amp;#039;&amp;#039;&amp;#039;Flame-fractal-editor&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of operators==&lt;br /&gt;
There are three types of operators, you see three corresponding tabs at the Operators-window:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Transform&amp;#039;&amp;#039;&amp;#039;: Transform a buffer into another buffer (e. g. modify the colors of an image) &lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;: Create a new buffer (image), e. g. create a fractal image&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Load image&amp;#039;&amp;#039;&amp;#039;: Load an image from disk. This is primarily for doing animations and loading sequences of images as input. E.g. scaling down an image-sequence&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=452</id>
		<title>Manual Operators</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Operators&amp;diff=452"/>
				<updated>2015-03-08T04:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Original idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To be honest, the Operators-part of the software is currently the oldest and weakest one, but it still has some cool features. Much of this stuff originates from the old Amiga-days, but lacks the cool Drag&amp;amp;Drop-Interface.&lt;br /&gt;
&lt;br /&gt;
==Original idea==&lt;br /&gt;
The basic idea was to have channels of images which could be connected by operators to create other channels of images which could be connnected by other operators to create other... etc.&lt;br /&gt;
And to be able to animate any of the parameters of those operators by drawing a curve, a motion-curve or envelope.&lt;br /&gt;
&lt;br /&gt;
So, say, you have an image, and drag a rotate-operator on it, and draw a motion-curve (usually a ramp) for the rotation, to get a rotating image.&lt;br /&gt;
Then combine this rotating image with some fade-out-operator where you draw a curve for the brightness. The result is a fading out rotating image.&lt;br /&gt;
&lt;br /&gt;
==The concept of buffers and operators==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffers&amp;#039;&amp;#039;&amp;#039; are slots for images or 3D-structure (later more on this).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Operators&amp;#039;&amp;#039;&amp;#039; modify the content of one buffer and create another buffer (you can modify by another operator, and so on).&lt;br /&gt;
&lt;br /&gt;
Each buffer is displayed in a separate window and has an unique name which is displayed in the window title. &lt;br /&gt;
When applying an operator you use this name to specify which buffer to change.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers1.jpg]]&lt;br /&gt;
&lt;br /&gt;
After applying an operator this operator creates a new buffer which can be used as input for another operator. You may access the buffers also from the main window menu.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Operators_buffers2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Saving images==&lt;br /&gt;
To save an image select the window and then select the &amp;#039;&amp;#039;&amp;#039;Save&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Loading images==&lt;br /&gt;
To load an image select &amp;#039;&amp;#039;&amp;#039;Open&amp;#039;&amp;#039;&amp;#039;-menu-item from the main &amp;#039;&amp;#039;&amp;#039;File-menu&amp;#039;&amp;#039;&amp;#039;. Supported are images in the formats PNG, JPG and HDR. I.e. you may also open the HDR-images created by the &amp;#039;&amp;#039;&amp;#039;Flame-fractal-editor&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of operators==&lt;br /&gt;
There are three types of operators, you see three corresponding tabs at the Operators-window:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Transform&amp;#039;&amp;#039;&amp;#039;: Transform a buffer into another buffer (e. g. modify the colors of an image) &lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;: Create a new buffer (image), e. g. create a fractal image&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Load image&amp;#039;&amp;#039;&amp;#039;: Load an image from disk. This is primarily for doing animations and loading sequences of images as input. E.g. scaling down an image-sequence&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=451</id>
		<title>Manual Flame Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=451"/>
				<updated>2015-03-08T04:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Rendering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rendering==&lt;br /&gt;
The final process to generate an image from a flame is called rendering. There are various parameters which affect the quality of your final image and there are even different ways in which you can accomplish the task. (Interactive Rendering, Render button or Batch Rendering)&lt;br /&gt;
&lt;br /&gt;
During the render stage the computer is building your fractal image by a process called sampling. The longer you allow your fractal to render the better results you obtain, i.e. more samples are generated. &lt;br /&gt;
There is always a tradeoff between render time and quality.  &lt;br /&gt;
&lt;br /&gt;
===Resolution-profiles===&lt;br /&gt;
To specify the size of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;resolution-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
i.e., a resolution-profile (currently) defines &amp;#039;&amp;#039;&amp;#039;width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;height&amp;#039;&amp;#039;&amp;#039; of an images. &lt;br /&gt;
&lt;br /&gt;
There are some predefined resolution-profiles, but you can edit them and define your own. This set of resolution-profiles is accessible in all modules that work with image-sizes e.g. editor, IR, and batch renderer.&lt;br /&gt;
&lt;br /&gt;
====Defining your own resolution-profiles====&lt;br /&gt;
In JWildfire there is virtually no limit on render-size and you can define any number of resolution-profiles at any size. But, of course, the larger the render-resolution, the more memory is needed.&lt;br /&gt;
&lt;br /&gt;
To define or edit a resolution-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head over to the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_resolution_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
You will see the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: width and height in pixels&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only be selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_resolution_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Quality profiles===&lt;br /&gt;
To specify the quality of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;quality-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
Additionally, you can specify if an addional HDR-file should be generated when using this profile. &lt;br /&gt;
&lt;br /&gt;
There are some predefined quality-profiles, but you can edit them and define your own. This set of quality-profiles is accessable in all modules which work with rendering.&lt;br /&gt;
&lt;br /&gt;
====Defining your own quality-profiles====&lt;br /&gt;
You can define any number of quality-profiles. They are sorted by an internally calculated quality index. The quality-profiles with less quality (i .e. faster rendering) are on top of the list, where the profiles with the best quality are at the bottom of the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To define or edit a quality-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head over to the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_quality_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Caption&amp;#039;&amp;#039;&amp;#039;: the text which is displayed in the listbox, please note that the listbox is sorted by an internal quality-indicator, and not by this caption.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: the desired quality-setting for the renderer. A mediocre value is 100 (which means something like &amp;quot;100%&amp;quot;), for wallpapers you should play with values in the range of 500...1000, for generating high-quality-prints with values in the range 2000...5000.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR&amp;#039;&amp;#039;&amp;#039;: automatically save the raw image in Radiance-HDR-format for tonemapping outside of JWildfire. Please note, that the generation of this image does not need aditional time, but some memory. So, if in doubt, when generating high-quality-content, you should generate it.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR intensity map&amp;#039;&amp;#039;&amp;#039;: automatically save the raw intensity-map in Radiance-HDR-format. Not recommended, only for experimental purposes.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only be selected by one profile and defines the profile which is automatically selected at startup.&lt;br /&gt;
[[File:Flames_edit_quality_profile.jpg]]&lt;br /&gt;
===The different renderers===&lt;br /&gt;
Because there are so many different requirements for rendering, it is hard to implement them all into one renderer. So, JWildfire currently features 3 different renderers.&lt;br /&gt;
&lt;br /&gt;
They fall into two categories:&lt;br /&gt;
#Renderer with fixed quality: renders until specified quality level is reached, this has no interactive display.&lt;br /&gt;
#Interactive render: renders indefinitely and continuously displays the result while rendering, let the user decide when to stop.&lt;br /&gt;
&lt;br /&gt;
Because the display takes some time to process (e.g. a tonemapping-step is involved for each update of the display), an interactive renderer is usually slower than a renderer with fixed quality.&lt;br /&gt;
But, it is unequalled fun to see how the image is created and it can be very useful to be able to control when to stop, or not to stop, depending on the invidual fractal.&lt;br /&gt;
When using a renderer with fixed quality it is sometimes a trial-and-error process when you don&amp;#039;t know which quality level you will need to get a smooth image.&lt;br /&gt;
A nice feature to help deciding on quality before a render, is the standard alone Miniature Interactive Render Preview window which is scaleable and provides a very fast preview with quality factor display.&lt;br /&gt;
&lt;br /&gt;
====The main renderer in the Flame-editor====&lt;br /&gt;
A renderer with fixed quality (specified by the quality-profile you selected). Fastest option for rendering a single image when you know which quality you need.&lt;br /&gt;
&lt;br /&gt;
====The Interactive Renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resides in a dedicated tab with the same name. It is the best option for rendering single images when you are not sure about the quality you need.&lt;br /&gt;
Additionally, you can pause and resume a render in this module. So it is also the best option for really large renders.&lt;br /&gt;
&lt;br /&gt;
====The Batch renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Batch Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resides in a dedicated tab with the same name. It is the best option for rendering multiple images at fixed quality, especially frames for movies.&lt;br /&gt;
N.b. the option to apply different Resolution and Quality settings on selected individual flames in a batch, is available by double clicking and typing in the values in the related cell(s) in the batch list.&lt;br /&gt;
&lt;br /&gt;
===What affects render time?===&lt;br /&gt;
#Flame-layout is very important for render-time:&lt;br /&gt;
##Number of variations in a certain transform&lt;br /&gt;
##Type of variations used. There are slow ones (e.g. &amp;quot;crackle&amp;quot;) and fast ones (e.g. &amp;quot;spherical&amp;quot;)&lt;br /&gt;
##Number of final transforms&lt;br /&gt;
##Number of variations in final transforms&lt;br /&gt;
##Bokeh effects work similar to a final transform and can take a lot of time&lt;br /&gt;
&lt;br /&gt;
Please note, that the number of regular transforms does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; affect the render time.&lt;br /&gt;
&lt;br /&gt;
#Output&lt;br /&gt;
##Resolution&lt;br /&gt;
##Desired quality&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
Scripts are a very powerful and flexible way for users to extend the software. &lt;br /&gt;
They are written in the Java programming language and are not compatible with scripts known from the Apophysis software (which are written in the Delphi-dialect of pascal)&lt;br /&gt;
&lt;br /&gt;
Even if most available scripts are used to create (random) flames, they are not restricted to create flames. &lt;br /&gt;
You could also create a calculator or anything else you can imagine.&lt;br /&gt;
&lt;br /&gt;
===How do scripts work===&lt;br /&gt;
JWildfire uses it&amp;#039;s integrated Java-compiler to compile the scripts on-the-fly into executable code. &lt;br /&gt;
This means that you could also perform serious calculations in your scripts, because they are fast.&lt;br /&gt;
And you may use the common Java-libraries and all libraries which are part of JWildfire.&lt;br /&gt;
&lt;br /&gt;
===How to use existing scripts from other users===&lt;br /&gt;
====Create a script-folder====&lt;br /&gt;
In order to work with scripts, you have to first to create a folder were your scripts are stored.&lt;br /&gt;
As with all of your own data, this folder should be OUTSIDE of the JWildfire folder.&lt;br /&gt;
So, if you remove/update the JWildfire software, your data is always kept safe. &lt;br /&gt;
If you have no idea how to name it, you can just create a folder &amp;quot;D:\JWildfire-Data\scripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Tell the software about your script-folder====&lt;br /&gt;
After creating the folder you must enter it&amp;#039;s complete path into the Preferences.&lt;br /&gt;
So, open the Preferences-window from within the main window-menu and locate the property &amp;#039;&amp;#039;&amp;#039;tinaJWFScriptPath&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Copy the script path, in this example &amp;quot;D:\JWildfire-Data\scripts&amp;quot;.&lt;br /&gt;
Double-click at the row with the parameter in the 2nd column, so that you can enter text. Paste the script-path and press &amp;#039;&amp;#039;&amp;#039;&amp;lt;ENTER&amp;gt;&amp;#039;&amp;#039;&amp;#039; and press the &amp;#039;&amp;#039;&amp;#039;Save and Close&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
&lt;br /&gt;
====Import the scripts====&lt;br /&gt;
To import a script just extract the *.zip-file to your script-folder so that the &amp;#039;&amp;#039;&amp;#039;*.jwscript&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;*.txt&amp;#039;&amp;#039;&amp;#039;-files are placed directly into the script-folder (without sub-folder).&lt;br /&gt;
Example: If you have downloaded a script &amp;quot;butterfly.zip&amp;quot;, it should contain two files &amp;quot;butterfly.jwfscript&amp;quot; and &amp;quot;butterfly.txt&amp;quot;. Copy these two files directly into the script-folder.&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Rescan&amp;#039;&amp;#039;&amp;#039;-button on the &amp;#039;&amp;#039;&amp;#039;Script&amp;#039;&amp;#039;&amp;#039;-tab to refresh the script-view inside of the software.&lt;br /&gt;
&lt;br /&gt;
In the example you should then see a new item called &amp;quot;butterfly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===How to start a script===&lt;br /&gt;
====Start from within the script-view====&lt;br /&gt;
Just select the script in your script-view and press the &amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039;-button to execute a script.&lt;br /&gt;
====Create a custom button for the script====&lt;br /&gt;
You can also create buttons for easy execution of your favourite scripts.&lt;br /&gt;
&lt;br /&gt;
To add a button just select the desired script in the Script-view  and press the &amp;#039;&amp;#039;&amp;#039;Add macro button&amp;#039;&amp;#039;&amp;#039;-button.&lt;br /&gt;
You will see a new button you may click to execute your script at any time.&lt;br /&gt;
&lt;br /&gt;
You can customize or remove this button on the &amp;#039;&amp;#039;&amp;#039;Macro buttons&amp;#039;&amp;#039;&amp;#039;-tab at the &amp;#039;&amp;#039;&amp;#039;Scripts-tab&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Introduction&amp;diff=450</id>
		<title>Manual Introduction</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Introduction&amp;diff=450"/>
				<updated>2015-03-08T02:18:51Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About JWildfire=&lt;br /&gt;
JWildfire is the spiritual successor of the award winning image-processing software Wildfire\7PPC for the Amiga in the old days. &lt;br /&gt;
But, this time implemented using a high-level language (Java), with a more sophisticated user interface, and many more cool effects, modules and features such as flame-fractals. &lt;br /&gt;
Hopefully, becoming the product which was initially in mind (Unfortunately, in the old days the computers were not as powerful and some of the concepts of the original software did not work. They were too slow, not stable or both :D)&lt;br /&gt;
&lt;br /&gt;
What does this mean? In short, the primary goal of the software is to be just &amp;#039;&amp;#039;&amp;#039;fun&amp;#039;&amp;#039;&amp;#039; to the user, by providing nearly endless possibilities to &amp;quot;mess around&amp;quot; to create computer-generated images in a playful way. You may also think of it as a creative computer game with a massive &amp;quot;open-world&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Open source==&lt;br /&gt;
Even if the code is far from perfection, the software is not only free, it is also open source. So everybody is invited to join in order to improve the product. You can join/visit the project at [https://github.com/thargor6/JWildfire GitHub]&lt;br /&gt;
&lt;br /&gt;
==Flame fractal editor==&lt;br /&gt;
Currently the most complete feature is the Flame fractal module called TINA. &lt;br /&gt;
&lt;br /&gt;
(“TINA” is a recursive acronym and actually means “TINA is not Apophysis”).&lt;br /&gt;
&lt;br /&gt;
Backed up by JWildfire’s image-processing-capability, TINA is a really powerful and versatile flame fractal software, and additionally... it runs on nearly any platform.&lt;br /&gt;
&lt;br /&gt;
TINA features a powerful and intuitive editor, a simple-to-use morphing-based animation-editor, motion-blur, freely editable motion-curves for almost any property, a gradient-editor, a module were you can create sound-synchronized Flame fractal movies, and much much more.&lt;br /&gt;
&lt;br /&gt;
==Key Features of JWildfire==&lt;br /&gt;
#Contains the most complete and versatile Flame fractal editor available&lt;br /&gt;
#Has not one but TWO advanced Flame animation modules, one of which allows for sound syncing of any parameters to imported MP3 files&lt;br /&gt;
#Almost every parameter in the fractal editor can be keyframed using various interpolation types&lt;br /&gt;
#Has many additional ground breaking features and modules such as Bokeh, MutaGen and iFlames&lt;br /&gt;
#Comes with various Render Options such as the Interactive (Infinite) Renderer which can also be used for generating random Flames &amp;quot;on-the-fly&amp;quot; and an Intelligent Batch Renderer Engine &lt;br /&gt;
#Stunning 3D effects (such as wave3D, water, twirl3d, …)&lt;br /&gt;
#3D effect superimposition (e. g. wave3D interference)&lt;br /&gt;
#Image compositing (layers, even for HDR images)&lt;br /&gt;
#Image generators (perlin noise, cloud generator, plasma, …)&lt;br /&gt;
#Many “common” image processing effects in 2D (such as twirl, erode, convolve, …)&lt;br /&gt;
#Simple, powerful and visually appealing graphical user interface&lt;br /&gt;
#Sunflow renderer integration for high quality rendering (experimental)&lt;br /&gt;
#Robust and object-oriented software-design, easy to extend&lt;br /&gt;
#Runs on any major platform which features a Java runtime (does not mean that you need a Java plugin for your Web browser)&lt;br /&gt;
&lt;br /&gt;
==JWildfire history==&lt;br /&gt;
===The first prototype===&lt;br /&gt;
JWildfire is the spiritual successor of the award winning image-processing software Wildfire\7PPC for the Amiga back in the &amp;#039;90s.&lt;br /&gt;
&lt;br /&gt;
In 2000 Andreas Maschke created a prototype, initially for a new Wildfire-application in C++, but was not satisfied with it. &lt;br /&gt;
&lt;br /&gt;
Additionally, the development-environment and his computer, were so slow that it seemed too much work to succeed with it as a project... Particularly when having just a little spare time available for the project.&lt;br /&gt;
&lt;br /&gt;
Ten years later Andreas started a new prototype again, but this time coded in Java and with a new computer. &lt;br /&gt;
&lt;br /&gt;
He was immediately hooked!&lt;br /&gt;
 &lt;br /&gt;
What a big difference in development-speed, it was pure fun and he used the project primarily to relax.&lt;br /&gt;
 &lt;br /&gt;
He ported portions of the old code from the Amiga to Java, this was not his best decision because this code was really poor, according to Andreas... But it was an easy way to start.&lt;br /&gt;
&lt;br /&gt;
==JWildfire online==&lt;br /&gt;
#[http://www.JWildfire.org jwildfire.org (Offical blog)]&lt;br /&gt;
#[http://www.andreas-maschke.com/?page_id=351 Downloads]&lt;br /&gt;
#[http://jwildfire.org/forum/ Official forum]&lt;br /&gt;
#[https://www.facebook.com/groups/JWildfireOpenGroup/ Facebook Community]&lt;br /&gt;
#[https://plus.google.com/u/0/communities/118391398023168606746 Google+ Community]&lt;br /&gt;
#[http://jwildfireart.deviantart.com/ DeviantArt Group]&lt;br /&gt;
#[https://github.com/thargor6/JWildfire Repository at GitHub]&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Launcher&amp;diff=444</id>
		<title>Manual Launcher</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Launcher&amp;diff=444"/>
				<updated>2015-03-07T18:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Launching JWildfire=&lt;br /&gt;
&lt;br /&gt;
== What you&amp;#039;ll see when JWildFire starts ==&lt;br /&gt;
&lt;br /&gt;
The first thing you&amp;#039;ll notice when you start JWildFire is the initial &amp;quot;Welcome to JWildfire&amp;quot; (version No. and compiled date) window opening up...&lt;br /&gt;
&lt;br /&gt;
This contains the Java Environment startup options, with a couple of optional settings..&lt;br /&gt;
JWildfire is just as happy working in 32bit mode as 64bit (optimal if your OS supports it).&lt;br /&gt;
&lt;br /&gt;
When you are happy with your settings click on &amp;amp;quot;Start&amp;amp;quot;!&lt;br /&gt;
&lt;br /&gt;
Shortly after this window disappears, you&amp;#039;ll see the main &amp;amp;quot;Welcome to JWildfire&amp;amp;quot; window open with the main JWildFire interface behind it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  class=&amp;quot;figure&amp;quot;&amp;gt;[[File:What you see when JWildFire starts - Launcher Window.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Meet JWildFire! ==&lt;br /&gt;
&lt;br /&gt;
Thanks for your patience... I know it may have seemed like a lot of steps to get here but you shouldn&amp;#039;t have spent more than 5 minutes or so.&lt;br /&gt;
&lt;br /&gt;
Now it&amp;#039;s time to show you why it was worth it!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  class=&amp;quot;figure&amp;quot;&amp;gt;[[File:What you see when JWildFire starts - Startup Splash Screen.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Alternative Ways of Starting JWildFire... ==&lt;br /&gt;
&lt;br /&gt;
In the unlikely event that using the &amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;JWildfire.exe&amp;#039;&amp;#039;&amp;#039;&amp;amp;quot; file isn&amp;#039;t starting up the software properly, there are alternatives...&lt;br /&gt;
&lt;br /&gt;
These alternatives are found in your JWildfire installation folder. The first option is using one of the supplied platform specific start-scripts available in your installation folder: &lt;br /&gt;
&lt;br /&gt;
&amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;start_windows.bat&amp;#039;&amp;#039;&amp;#039;&amp;amp;quot;, &amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;start_mac.command&amp;#039;&amp;#039;&amp;#039;&amp;amp;quot; or &amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;start_linux.sh&amp;#039;&amp;#039;&amp;#039;&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the &amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;j-wildfire-launcher.jar&amp;#039;&amp;#039;&amp;#039;&amp;amp;quot; file instead. &lt;br /&gt;
&lt;br /&gt;
If you use any of these alternative startup methods you could just create the shortcut, &lt;br /&gt;
as described [[Manual_Installation#The_J-Wildfire_folder_is_created_and_files_copied_into_it.|Here!]], for the alternative file instead of the &amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;JWildfire.exe&amp;#039;&amp;#039;&amp;#039;&amp;amp;quot; file...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  class=&amp;quot;figure&amp;quot;&amp;gt;[[File:alternative-ways-of-starting-jwildfire.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Support and Community Options ==&lt;br /&gt;
If you do have any trouble getting started, one of the best ways to get help is by &amp;#039;&amp;#039;&amp;#039;joining our Official Facebook Group! &amp;#039;&amp;#039;&amp;#039;You will find us by clicking on the &amp;amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;FB community&amp;amp;quot; &amp;#039;&amp;#039;&amp;#039;button on the welcome screen as seen [[Manual_Launcher#Meet JWildFire!| above]] or you can click here!:&lt;br /&gt;
[https://www.facebook.com/groups/JWildfireOpenGroup/ JWildfire Open Group]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Please Note!&amp;#039;&amp;#039;&amp;#039; Technical Support Issues should first be checked &amp;#039;&amp;#039;&amp;#039;(since most solutions already exist)&amp;#039;&amp;#039;&amp;#039; over at the &amp;#039;&amp;#039;&amp;#039;&amp;quot;Help &amp;amp; Support&amp;quot;&amp;#039;&amp;#039;&amp;#039; Section in our Forum! [http://jwildfire.org/forum/viewforum.php?f=5&amp;amp;sid=911e50683f75e01159171e3ef09c3c84 Click here for the Tech Support Area]&lt;br /&gt;
&lt;br /&gt;
If you can&amp;#039;t find a solution for your problem in the Forum or by asking (nicely) in the Facebook Group... &lt;br /&gt;
Please Create a New Topic with a detailed explanation of your problem and your specific equipment, in the Forum. This makes it easier to keep track on any outstanding issues and it allows for easier searching for previously solved problems and their solutions.&lt;br /&gt;
&lt;br /&gt;
Our growing Google+ Community can be found here: [https://plus.google.com/u/0/communities/118391398023168606746 Google+ JWildfire User&amp;#039;s Group]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  class=&amp;quot;figure&amp;quot;&amp;gt;[[File:support-and-community-options.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Onwards and Upwards! ==&lt;br /&gt;
&lt;br /&gt;
That concludes this step-by-step JWildFire (and Java) installation Guide.&lt;br /&gt;
&lt;br /&gt;
We hope you enjoyed getting ready... To &amp;#039;&amp;#039;&amp;#039;PLAY&amp;#039;&amp;#039;&amp;#039; and Have &amp;#039;&amp;#039;&amp;#039;FUN!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
See you in the next Module and on Facebook, G+ or the Forum!&lt;br /&gt;
&lt;br /&gt;
=More technical information about the launcher=&lt;br /&gt;
==Try not to start the j-wildfire.jar directly==&lt;br /&gt;
Please always use the official launcher to start JWildfire. &lt;br /&gt;
The launcher can be executed by any Java runtime and can be started with any options.&lt;br /&gt;
The task of the launcher is to launch the main software with controlled options and to reserve enough memory.&lt;br /&gt;
#Your First Option is to use &amp;#039;&amp;#039;&amp;#039;JWildfire.exe&amp;#039;&amp;#039;&amp;#039; to start the launcher. Mainly because the executable file also contains a suitable Icon, which is used when you create a shortcut.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Alternatively:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## under Windows use the &amp;#039;&amp;#039;&amp;#039;start_windows.bat&amp;#039;&amp;#039;&amp;#039; to start the launcher.&lt;br /&gt;
## under Mac OS use the &amp;#039;&amp;#039;&amp;#039;start_mac.command&amp;#039;&amp;#039;&amp;#039; to start the launcher.&lt;br /&gt;
## under Linux use the &amp;#039;&amp;#039;&amp;#039;start_linux.sh&amp;#039;&amp;#039;&amp;#039; to start the launcher.&lt;br /&gt;
If this doesn&amp;#039;t work or if you have another operating system not listed here, just start/open the &amp;#039;&amp;#039;&amp;#039;j-wildfire-launcher.jar&amp;#039;&amp;#039;&amp;#039; directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  class=&amp;quot;figure&amp;quot;&amp;gt;[[File:alternative-ways-of-starting-jwildfire.jpg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
PLEASE DO NOT START THE &amp;#039;&amp;#039;&amp;#039;j-wildfire.jar&amp;#039;&amp;#039;&amp;#039; DIRECTLY!&lt;br /&gt;
If you start the &amp;#039;&amp;#039;&amp;#039;j-wildfire.jar&amp;#039;&amp;#039;&amp;#039; directly then JWildfire is started with &amp;#039;&amp;#039;&amp;#039;default Java options&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
In most cases you cannot render large images with those settings because enough memory is not reserved at startup. So even if you have plenty of memory it can not be used for rendering this way. Additionally, the wrong settings may cause slower rendering.&lt;br /&gt;
&lt;br /&gt;
==How the Launcher works==&lt;br /&gt;
The Launcher analyzes certain system settings to locate java runtimes on your system and automatically selects the most recent one. &lt;br /&gt;
&lt;br /&gt;
You can override the automatically selected version by selecting another entry in the listbox.&lt;br /&gt;
&lt;br /&gt;
If the scanner did not find a java runtime (probably on Macs as we have no way to test this) you can manually add it. You only have to do this once, of course.&lt;br /&gt;
&lt;br /&gt;
The memory setting lets you specify the maximum amount of memory in megabytes to use.&lt;br /&gt;
This memory amount is only allocated if required but there is no way to allocate more memory than specified here, if JWildfire is already running.&lt;br /&gt;
&lt;br /&gt;
So you must choose this value wisely.&lt;br /&gt;
&lt;br /&gt;
Example: 6000 MB should work fine to render images in high-end quality for print.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
The launcher works in two ways: regular and debug mode. In regular mode it just starts JWildfire and shuts down itself.&lt;br /&gt;
If you face any problems (i.e. JWildfire does not start) please activate the &amp;quot;Debug&amp;quot; checkbox. This forces a traced launch where log messages are recorded and displayed at the &amp;quot;Log messages&amp;quot; tab. &lt;br /&gt;
You can easily copy those messages into the clipboard by using the &amp;quot;To clipboard&amp;quot; button and then report them for further assistance.&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=431</id>
		<title>Manual Flame Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=431"/>
				<updated>2015-03-07T01:19:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Defining own resolution-profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rendering==&lt;br /&gt;
The final process to generate an image from a flame is called rendering. There are various parameters which affect the quality of your final image and there are even different ways in which you can accomplish the task. (Interactive Rendering, Render button or Batch Rendering)&lt;br /&gt;
&lt;br /&gt;
During the render stage the computer is building your fractal image by  process called sampling. The longer you allow your fractal to render the better results you obtain, I. E. more samples are generated. There is always a tradeoff between render time and quality.  &lt;br /&gt;
&lt;br /&gt;
===Resolution-profiles===&lt;br /&gt;
To specify the size of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;resolution-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
I .e., a resolution-profile (currently) defines &amp;#039;&amp;#039;&amp;#039;width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;height&amp;#039;&amp;#039;&amp;#039; of an images. &lt;br /&gt;
&lt;br /&gt;
There are some predefined resolution-profiles, but you can edit them and define your own. This set of resolution-profiles is accessable in all programm-parts which work with image-sizes.&lt;br /&gt;
&lt;br /&gt;
====Defining own resolution-profiles====&lt;br /&gt;
In JWildfire there is virtually no limit on render-size, and you can define any number of resolution-profiles at any size. But, of course, the larger the render-resolution, the more memory is needed.&lt;br /&gt;
&lt;br /&gt;
To define or edit a resolution-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head over to the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_resolution_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
You will see the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: width and height in pixels&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_resolution_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Quality profiles===&lt;br /&gt;
To specify the quality of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;quality-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
Additionally, you can specify if an addional HDR-file should be generated when using this profile. &lt;br /&gt;
&lt;br /&gt;
There are some predefined quality-profiles, but you can edit them and define your own. This set of quality-profiles is accessable in all programm-parts which work with rendering.&lt;br /&gt;
&lt;br /&gt;
====Defining own quality-profiles====&lt;br /&gt;
You can define any number of quality-profiles. They are sorted by an internally calculated quality index. The quality-profiles with less quality (i .e. faster rendering) are on top of the list, where the profiles with the best quality are at the bottom of the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To define or edit a quality-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head out for the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_quality_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Caption&amp;#039;&amp;#039;&amp;#039;: the text which is displayed in the listbox, please note that the listbox is sorted by an internal quality-indicator, and not by this caption&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: the desired quality-setting for the renderer. A mediocre value is 100 (which means something like &amp;quot;100%&amp;quot;), for wallpapers you should play with values in the range of 500...1000, for generating high-quality-prints with values in the range 2000...5000.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR&amp;#039;&amp;#039;&amp;#039;: automatically save the raw image in Radiance-HDR-format for tonemapping outside of JWildfire. Please note, that the generation of this image does not need aditional time, but some memory. So, in doubt, when generating high-quality-content, you should generate it.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR intensity map&amp;#039;&amp;#039;&amp;#039;: automatically save the raw intensity-map in Radiance-HDR-format. Not recommended, only for experimental purposes&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_quality_profile.jpg]]&lt;br /&gt;
===The different renderers===&lt;br /&gt;
Because there are so many different requirements for rendering it is hard to implement them all into one renderer. So, JWildfire currently features 3 different renderers.&lt;br /&gt;
&lt;br /&gt;
They fall into two categories:&lt;br /&gt;
#Renderer with fixed quality: renders until specified quality level is reached, has no display&lt;br /&gt;
#Interactive render: renders indefinitely, displays the result while rendering, let the user decide when to stop&lt;br /&gt;
&lt;br /&gt;
Because the display takes some time (e. g. a tonemapping-step is involved for each update of the display), an interactive renderer is usually slower than a renderer with fixed quality.&lt;br /&gt;
But, it is unequal fun to see how the image is created and it can be very useful to be able to control when to stop or when not to stop, depending on the certain fractal.&lt;br /&gt;
When use a renderer with fixed quality is sometimes a trial-and-error or process when you can not know which quality level you will need to get a smooth image.&lt;br /&gt;
&lt;br /&gt;
====The main renderer in the Flame-editor====&lt;br /&gt;
A renderer with fixed quality (specified by the quality-profile you selected). Fastest option for rendering a single image when you know which quality you need.&lt;br /&gt;
&lt;br /&gt;
====The Interactive Renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering single images when you do not sure about the quality you need.&lt;br /&gt;
Additionally, you can pause and resume a render in this module. So it also the best option for really huge renders.&lt;br /&gt;
&lt;br /&gt;
====The Batch renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Batch Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering multiple images at fixed quality, especially frames for movies.&lt;br /&gt;
&lt;br /&gt;
===Whats affects render time?===&lt;br /&gt;
#Flame-layout is very important for render-time:&lt;br /&gt;
##Number of variations in a certain transform&lt;br /&gt;
##Type of variations used. There are slow ones (e.g. &amp;quot;crackle&amp;quot;) and fast ones (e.g. &amp;quot;spherical&amp;quot;)&lt;br /&gt;
##Number of final transforms&lt;br /&gt;
##Number of variations in final transforms&lt;br /&gt;
##Bokeh effects work similar to a final transform and can take a lot of time&lt;br /&gt;
&lt;br /&gt;
Please note, that the number of regular transforms does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; affect the render time.&lt;br /&gt;
&lt;br /&gt;
#Output&lt;br /&gt;
##Resolution&lt;br /&gt;
##Desired quality&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
Scripts are a very powerful and flexible way for users to extend the software. &lt;br /&gt;
They are written in the Java programming language and are not compatible with scripts known from the Apophysis software (which are written in the Delphi-dialect of pascal)&lt;br /&gt;
&lt;br /&gt;
Even if most available scripts are used to create (random) flames, they are not restricted to create flames. &lt;br /&gt;
You could also create a calculator or anything else you can imagine.&lt;br /&gt;
&lt;br /&gt;
===How do scripts work===&lt;br /&gt;
JWildfire uses it&amp;#039;s integrated Java-compiler to compile the scripts on-the-fly into executable code. &lt;br /&gt;
This means that could also perform serious calculations in your scripts, because they are fast.&lt;br /&gt;
And you may use the common Java-libraries and all libraries which are part of JWildfire.&lt;br /&gt;
&lt;br /&gt;
===How to use existing scripts from other users===&lt;br /&gt;
====Create a script-folder====&lt;br /&gt;
In order to work with scripts, you have to first to create a folder were your scripts are stored.&lt;br /&gt;
As with all of your own data, this folder should be OUTSIDE of the JWildfire folder.&lt;br /&gt;
So, if you remove/update the JWildfire software, your data is always kept safe. &lt;br /&gt;
If you have no idea how to name it, you can just create a folder &amp;quot;D:\JWildfire-Data\scripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Tell the software about your script-folder====&lt;br /&gt;
After creating the folder you must enter it&amp;#039;s complete path into the Preferences.&lt;br /&gt;
So, open the Preferences-window from within the main window-menu and locate the property &amp;#039;&amp;#039;&amp;#039;tinaJWFScriptPath&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Copy the script path, in this example &amp;quot;D:\JWildfire-Data\scripts&amp;quot;.&lt;br /&gt;
Double-click at the row with the parameter in the 2nd column, so that you can enter text. Paste the script-path and press &amp;#039;&amp;#039;&amp;#039;&amp;lt;ENTER&amp;gt;&amp;#039;&amp;#039;&amp;#039; and press the &amp;#039;&amp;#039;&amp;#039;Save and Close&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
&lt;br /&gt;
====Import the scripts====&lt;br /&gt;
To import a script just extract the *.zip-file to your script-folder so that the &amp;#039;&amp;#039;&amp;#039;*.jwscript&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;*.txt&amp;#039;&amp;#039;&amp;#039;-files are directly located into the script-folder (without sub-folder).&lt;br /&gt;
Example: If you have downloaded a script &amp;quot;butterfly.zip&amp;quot;, it should contain two files &amp;quot;butterfly.jwfscript&amp;quot; and &amp;quot;butterfly.txt&amp;quot;. Copy this two files directly in the script-folder.&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Rescan&amp;#039;&amp;#039;&amp;#039;-button on the &amp;#039;&amp;#039;&amp;#039;Script&amp;#039;&amp;#039;&amp;#039;-tab to refresh the script-view inside of the software.&lt;br /&gt;
&lt;br /&gt;
In the example you should then see a new item &amp;quot;butterfly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How to start a script===&lt;br /&gt;
====Start from within the script-view====&lt;br /&gt;
Just select the script in your script-view and press the &amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039;-button to execute a script&lt;br /&gt;
====Create a custom button for the script====&lt;br /&gt;
You can also create buttons for easy executing of your favourite scripts&lt;br /&gt;
&lt;br /&gt;
To add a button just select the desired script in the Script-view  and press the &amp;#039;&amp;#039;&amp;#039;Add macro button&amp;#039;&amp;#039;&amp;#039;-button.&lt;br /&gt;
You will see a new button you may click to execute your script at any time.&lt;br /&gt;
&lt;br /&gt;
You can customize or remove this button on the &amp;#039;&amp;#039;&amp;#039;Macro buttons&amp;#039;&amp;#039;&amp;#039;-tab at the &amp;#039;&amp;#039;&amp;#039;Scripts-tab&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=430</id>
		<title>Manual Flame Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=430"/>
				<updated>2015-03-07T01:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Resolution-profiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rendering==&lt;br /&gt;
The final process to generate an image from a flame is called rendering. There are various parameters which affect the quality of your final image and there are even different ways in which you can accomplish the task. (Interactive Rendering, Render button or Batch Rendering)&lt;br /&gt;
&lt;br /&gt;
During the render stage the computer is building your fractal image by  process called sampling. The longer you allow your fractal to render the better results you obtain, I. E. more samples are generated. There is always a tradeoff between render time and quality.  &lt;br /&gt;
&lt;br /&gt;
===Resolution-profiles===&lt;br /&gt;
To specify the size of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;resolution-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
I .e., a resolution-profile (currently) defines &amp;#039;&amp;#039;&amp;#039;width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;height&amp;#039;&amp;#039;&amp;#039; of an images. &lt;br /&gt;
&lt;br /&gt;
There are some predefined resolution-profiles, but you can edit them and define your own. This set of resolution-profiles is accessable in all programm-parts which work with image-sizes.&lt;br /&gt;
&lt;br /&gt;
====Defining own resolution-profiles====&lt;br /&gt;
In JWildfire there is virtually no limit on render-size, and you can define any number of resolution-profiles at any size. But, of course, the larger the render-resolution, the more memory is needed.&lt;br /&gt;
&lt;br /&gt;
To define or edit a resolution-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor tab&amp;#039;&amp;#039;&amp;#039; and head over to the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_resolution_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
You will see the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: width and height in pixels&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_resolution_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Quality profiles===&lt;br /&gt;
To specify the quality of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;quality-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
Additionally, you can specify if an addional HDR-file should be generated when using this profile. &lt;br /&gt;
&lt;br /&gt;
There are some predefined quality-profiles, but you can edit them and define your own. This set of quality-profiles is accessable in all programm-parts which work with rendering.&lt;br /&gt;
&lt;br /&gt;
====Defining own quality-profiles====&lt;br /&gt;
You can define any number of quality-profiles. They are sorted by an internally calculated quality index. The quality-profiles with less quality (i .e. faster rendering) are on top of the list, where the profiles with the best quality are at the bottom of the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To define or edit a quality-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head out for the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_quality_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Caption&amp;#039;&amp;#039;&amp;#039;: the text which is displayed in the listbox, please note that the listbox is sorted by an internal quality-indicator, and not by this caption&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: the desired quality-setting for the renderer. A mediocre value is 100 (which means something like &amp;quot;100%&amp;quot;), for wallpapers you should play with values in the range of 500...1000, for generating high-quality-prints with values in the range 2000...5000.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR&amp;#039;&amp;#039;&amp;#039;: automatically save the raw image in Radiance-HDR-format for tonemapping outside of JWildfire. Please note, that the generation of this image does not need aditional time, but some memory. So, in doubt, when generating high-quality-content, you should generate it.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR intensity map&amp;#039;&amp;#039;&amp;#039;: automatically save the raw intensity-map in Radiance-HDR-format. Not recommended, only for experimental purposes&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_quality_profile.jpg]]&lt;br /&gt;
===The different renderers===&lt;br /&gt;
Because there are so many different requirements for rendering it is hard to implement them all into one renderer. So, JWildfire currently features 3 different renderers.&lt;br /&gt;
&lt;br /&gt;
They fall into two categories:&lt;br /&gt;
#Renderer with fixed quality: renders until specified quality level is reached, has no display&lt;br /&gt;
#Interactive render: renders indefinitely, displays the result while rendering, let the user decide when to stop&lt;br /&gt;
&lt;br /&gt;
Because the display takes some time (e. g. a tonemapping-step is involved for each update of the display), an interactive renderer is usually slower than a renderer with fixed quality.&lt;br /&gt;
But, it is unequal fun to see how the image is created and it can be very useful to be able to control when to stop or when not to stop, depending on the certain fractal.&lt;br /&gt;
When use a renderer with fixed quality is sometimes a trial-and-error or process when you can not know which quality level you will need to get a smooth image.&lt;br /&gt;
&lt;br /&gt;
====The main renderer in the Flame-editor====&lt;br /&gt;
A renderer with fixed quality (specified by the quality-profile you selected). Fastest option for rendering a single image when you know which quality you need.&lt;br /&gt;
&lt;br /&gt;
====The Interactive Renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering single images when you do not sure about the quality you need.&lt;br /&gt;
Additionally, you can pause and resume a render in this module. So it also the best option for really huge renders.&lt;br /&gt;
&lt;br /&gt;
====The Batch renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Batch Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering multiple images at fixed quality, especially frames for movies.&lt;br /&gt;
&lt;br /&gt;
===Whats affects render time?===&lt;br /&gt;
#Flame-layout is very important for render-time:&lt;br /&gt;
##Number of variations in a certain transform&lt;br /&gt;
##Type of variations used. There are slow ones (e.g. &amp;quot;crackle&amp;quot;) and fast ones (e.g. &amp;quot;spherical&amp;quot;)&lt;br /&gt;
##Number of final transforms&lt;br /&gt;
##Number of variations in final transforms&lt;br /&gt;
##Bokeh effects work similar to a final transform and can take a lot of time&lt;br /&gt;
&lt;br /&gt;
Please note, that the number of regular transforms does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; affect the render time.&lt;br /&gt;
&lt;br /&gt;
#Output&lt;br /&gt;
##Resolution&lt;br /&gt;
##Desired quality&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
Scripts are a very powerful and flexible way for users to extend the software. &lt;br /&gt;
They are written in the Java programming language and are not compatible with scripts known from the Apophysis software (which are written in the Delphi-dialect of pascal)&lt;br /&gt;
&lt;br /&gt;
Even if most available scripts are used to create (random) flames, they are not restricted to create flames. &lt;br /&gt;
You could also create a calculator or anything else you can imagine.&lt;br /&gt;
&lt;br /&gt;
===How do scripts work===&lt;br /&gt;
JWildfire uses it&amp;#039;s integrated Java-compiler to compile the scripts on-the-fly into executable code. &lt;br /&gt;
This means that could also perform serious calculations in your scripts, because they are fast.&lt;br /&gt;
And you may use the common Java-libraries and all libraries which are part of JWildfire.&lt;br /&gt;
&lt;br /&gt;
===How to use existing scripts from other users===&lt;br /&gt;
====Create a script-folder====&lt;br /&gt;
In order to work with scripts, you have to first to create a folder were your scripts are stored.&lt;br /&gt;
As with all of your own data, this folder should be OUTSIDE of the JWildfire folder.&lt;br /&gt;
So, if you remove/update the JWildfire software, your data is always kept safe. &lt;br /&gt;
If you have no idea how to name it, you can just create a folder &amp;quot;D:\JWildfire-Data\scripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Tell the software about your script-folder====&lt;br /&gt;
After creating the folder you must enter it&amp;#039;s complete path into the Preferences.&lt;br /&gt;
So, open the Preferences-window from within the main window-menu and locate the property &amp;#039;&amp;#039;&amp;#039;tinaJWFScriptPath&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Copy the script path, in this example &amp;quot;D:\JWildfire-Data\scripts&amp;quot;.&lt;br /&gt;
Double-click at the row with the parameter in the 2nd column, so that you can enter text. Paste the script-path and press &amp;#039;&amp;#039;&amp;#039;&amp;lt;ENTER&amp;gt;&amp;#039;&amp;#039;&amp;#039; and press the &amp;#039;&amp;#039;&amp;#039;Save and Close&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
&lt;br /&gt;
====Import the scripts====&lt;br /&gt;
To import a script just extract the *.zip-file to your script-folder so that the &amp;#039;&amp;#039;&amp;#039;*.jwscript&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;*.txt&amp;#039;&amp;#039;&amp;#039;-files are directly located into the script-folder (without sub-folder).&lt;br /&gt;
Example: If you have downloaded a script &amp;quot;butterfly.zip&amp;quot;, it should contain two files &amp;quot;butterfly.jwfscript&amp;quot; and &amp;quot;butterfly.txt&amp;quot;. Copy this two files directly in the script-folder.&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Rescan&amp;#039;&amp;#039;&amp;#039;-button on the &amp;#039;&amp;#039;&amp;#039;Script&amp;#039;&amp;#039;&amp;#039;-tab to refresh the script-view inside of the software.&lt;br /&gt;
&lt;br /&gt;
In the example you should then see a new item &amp;quot;butterfly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How to start a script===&lt;br /&gt;
====Start from within the script-view====&lt;br /&gt;
Just select the script in your script-view and press the &amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039;-button to execute a script&lt;br /&gt;
====Create a custom button for the script====&lt;br /&gt;
You can also create buttons for easy executing of your favourite scripts&lt;br /&gt;
&lt;br /&gt;
To add a button just select the desired script in the Script-view  and press the &amp;#039;&amp;#039;&amp;#039;Add macro button&amp;#039;&amp;#039;&amp;#039;-button.&lt;br /&gt;
You will see a new button you may click to execute your script at any time.&lt;br /&gt;
&lt;br /&gt;
You can customize or remove this button on the &amp;#039;&amp;#039;&amp;#039;Macro buttons&amp;#039;&amp;#039;&amp;#039;-tab at the &amp;#039;&amp;#039;&amp;#039;Scripts-tab&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=429</id>
		<title>Manual Flame Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=429"/>
				<updated>2015-03-07T00:49:19Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: /* Rendering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rendering==&lt;br /&gt;
The final process to generate an image from a flame is called rendering. There are various parameters which affect the quality of your final image and there are even different ways in which you can accomplish the task. (Interactive Rendering, Render button or Batch Rendering)&lt;br /&gt;
&lt;br /&gt;
During the render stage the computer is building your fractal image by  process called sampling. The longer you allow your fractal to render the better results you obtain, I. E. more samples are generated. There is always a tradeoff between render time and quality.  &lt;br /&gt;
&lt;br /&gt;
===Resolution-profiles===&lt;br /&gt;
To specify the size of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;resolution-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
I .e., a resolution-profile (currently) defines &amp;#039;&amp;#039;&amp;#039;width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;height&amp;#039;&amp;#039;&amp;#039; of an images. &lt;br /&gt;
&lt;br /&gt;
There are some predefined resolution-profiles, but you can edit them and define your own. This set of resolution-profiles is accessable in all programm-parts which work with image-sizes.&lt;br /&gt;
&lt;br /&gt;
====Defining own resolution-profiles====&lt;br /&gt;
In JWildfire there is virtually no limit on render-size, and you can define any number of resolution-profiles at any size. But, of course, the larger the render-resolution, the more memory is needed.&lt;br /&gt;
&lt;br /&gt;
To define or edit a resolution-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head out for the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_resolution_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: width and height in pixels&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_resolution_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Quality profiles===&lt;br /&gt;
To specify the quality of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;quality-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
Additionally, you can specify if an addional HDR-file should be generated when using this profile. &lt;br /&gt;
&lt;br /&gt;
There are some predefined quality-profiles, but you can edit them and define your own. This set of quality-profiles is accessable in all programm-parts which work with rendering.&lt;br /&gt;
&lt;br /&gt;
====Defining own quality-profiles====&lt;br /&gt;
You can define any number of quality-profiles. They are sorted by an internally calculated quality index. The quality-profiles with less quality (i .e. faster rendering) are on top of the list, where the profiles with the best quality are at the bottom of the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To define or edit a quality-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head out for the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_quality_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Caption&amp;#039;&amp;#039;&amp;#039;: the text which is displayed in the listbox, please note that the listbox is sorted by an internal quality-indicator, and not by this caption&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: the desired quality-setting for the renderer. A mediocre value is 100 (which means something like &amp;quot;100%&amp;quot;), for wallpapers you should play with values in the range of 500...1000, for generating high-quality-prints with values in the range 2000...5000.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR&amp;#039;&amp;#039;&amp;#039;: automatically save the raw image in Radiance-HDR-format for tonemapping outside of JWildfire. Please note, that the generation of this image does not need aditional time, but some memory. So, in doubt, when generating high-quality-content, you should generate it.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR intensity map&amp;#039;&amp;#039;&amp;#039;: automatically save the raw intensity-map in Radiance-HDR-format. Not recommended, only for experimental purposes&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_quality_profile.jpg]]&lt;br /&gt;
===The different renderers===&lt;br /&gt;
Because there are so many different requirements for rendering it is hard to implement them all into one renderer. So, JWildfire currently features 3 different renderers.&lt;br /&gt;
&lt;br /&gt;
They fall into two categories:&lt;br /&gt;
#Renderer with fixed quality: renders until specified quality level is reached, has no display&lt;br /&gt;
#Interactive render: renders indefinitely, displays the result while rendering, let the user decide when to stop&lt;br /&gt;
&lt;br /&gt;
Because the display takes some time (e. g. a tonemapping-step is involved for each update of the display), an interactive renderer is usually slower than a renderer with fixed quality.&lt;br /&gt;
But, it is unequal fun to see how the image is created and it can be very useful to be able to control when to stop or when not to stop, depending on the certain fractal.&lt;br /&gt;
When use a renderer with fixed quality is sometimes a trial-and-error or process when you can not know which quality level you will need to get a smooth image.&lt;br /&gt;
&lt;br /&gt;
====The main renderer in the Flame-editor====&lt;br /&gt;
A renderer with fixed quality (specified by the quality-profile you selected). Fastest option for rendering a single image when you know which quality you need.&lt;br /&gt;
&lt;br /&gt;
====The Interactive Renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering single images when you do not sure about the quality you need.&lt;br /&gt;
Additionally, you can pause and resume a render in this module. So it also the best option for really huge renders.&lt;br /&gt;
&lt;br /&gt;
====The Batch renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Batch Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering multiple images at fixed quality, especially frames for movies.&lt;br /&gt;
&lt;br /&gt;
===Whats affects render time?===&lt;br /&gt;
#Flame-layout is very important for render-time:&lt;br /&gt;
##Number of variations in a certain transform&lt;br /&gt;
##Type of variations used. There are slow ones (e.g. &amp;quot;crackle&amp;quot;) and fast ones (e.g. &amp;quot;spherical&amp;quot;)&lt;br /&gt;
##Number of final transforms&lt;br /&gt;
##Number of variations in final transforms&lt;br /&gt;
##Bokeh effects work similar to a final transform and can take a lot of time&lt;br /&gt;
&lt;br /&gt;
Please note, that the number of regular transforms does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; affect the render time.&lt;br /&gt;
&lt;br /&gt;
#Output&lt;br /&gt;
##Resolution&lt;br /&gt;
##Desired quality&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
Scripts are a very powerful and flexible way for users to extend the software. &lt;br /&gt;
They are written in the Java programming language and are not compatible with scripts known from the Apophysis software (which are written in the Delphi-dialect of pascal)&lt;br /&gt;
&lt;br /&gt;
Even if most available scripts are used to create (random) flames, they are not restricted to create flames. &lt;br /&gt;
You could also create a calculator or anything else you can imagine.&lt;br /&gt;
&lt;br /&gt;
===How do scripts work===&lt;br /&gt;
JWildfire uses it&amp;#039;s integrated Java-compiler to compile the scripts on-the-fly into executable code. &lt;br /&gt;
This means that could also perform serious calculations in your scripts, because they are fast.&lt;br /&gt;
And you may use the common Java-libraries and all libraries which are part of JWildfire.&lt;br /&gt;
&lt;br /&gt;
===How to use existing scripts from other users===&lt;br /&gt;
====Create a script-folder====&lt;br /&gt;
In order to work with scripts, you have to first to create a folder were your scripts are stored.&lt;br /&gt;
As with all of your own data, this folder should be OUTSIDE of the JWildfire folder.&lt;br /&gt;
So, if you remove/update the JWildfire software, your data is always kept safe. &lt;br /&gt;
If you have no idea how to name it, you can just create a folder &amp;quot;D:\JWildfire-Data\scripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Tell the software about your script-folder====&lt;br /&gt;
After creating the folder you must enter it&amp;#039;s complete path into the Preferences.&lt;br /&gt;
So, open the Preferences-window from within the main window-menu and locate the property &amp;#039;&amp;#039;&amp;#039;tinaJWFScriptPath&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Copy the script path, in this example &amp;quot;D:\JWildfire-Data\scripts&amp;quot;.&lt;br /&gt;
Double-click at the row with the parameter in the 2nd column, so that you can enter text. Paste the script-path and press &amp;#039;&amp;#039;&amp;#039;&amp;lt;ENTER&amp;gt;&amp;#039;&amp;#039;&amp;#039; and press the &amp;#039;&amp;#039;&amp;#039;Save and Close&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
&lt;br /&gt;
====Import the scripts====&lt;br /&gt;
To import a script just extract the *.zip-file to your script-folder so that the &amp;#039;&amp;#039;&amp;#039;*.jwscript&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;*.txt&amp;#039;&amp;#039;&amp;#039;-files are directly located into the script-folder (without sub-folder).&lt;br /&gt;
Example: If you have downloaded a script &amp;quot;butterfly.zip&amp;quot;, it should contain two files &amp;quot;butterfly.jwfscript&amp;quot; and &amp;quot;butterfly.txt&amp;quot;. Copy this two files directly in the script-folder.&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Rescan&amp;#039;&amp;#039;&amp;#039;-button on the &amp;#039;&amp;#039;&amp;#039;Script&amp;#039;&amp;#039;&amp;#039;-tab to refresh the script-view inside of the software.&lt;br /&gt;
&lt;br /&gt;
In the example you should then see a new item &amp;quot;butterfly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How to start a script===&lt;br /&gt;
====Start from within the script-view====&lt;br /&gt;
Just select the script in your script-view and press the &amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039;-button to execute a script&lt;br /&gt;
====Create a custom button for the script====&lt;br /&gt;
You can also create buttons for easy executing of your favourite scripts&lt;br /&gt;
&lt;br /&gt;
To add a button just select the desired script in the Script-view  and press the &amp;#039;&amp;#039;&amp;#039;Add macro button&amp;#039;&amp;#039;&amp;#039;-button.&lt;br /&gt;
You will see a new button you may click to execute your script at any time.&lt;br /&gt;
&lt;br /&gt;
You can customize or remove this button on the &amp;#039;&amp;#039;&amp;#039;Macro buttons&amp;#039;&amp;#039;&amp;#039;-tab at the &amp;#039;&amp;#039;&amp;#039;Scripts-tab&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	<entry>
		<id>http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=428</id>
		<title>Manual Flame Fractals</title>
		<link rel="alternate" type="text/html" href="http://wiki.jwildfire.org/index.php?title=Manual_Flame_Fractals&amp;diff=428"/>
				<updated>2015-03-07T00:45:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jane Spaulding: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rendering==&lt;br /&gt;
The final process to generate an image from a flame is called rendering. There are various parameters which affect the quality of your final image and there are even different ways in which you can accomplish the task. (Interactive Rendering or Batch Rendering)&lt;br /&gt;
&lt;br /&gt;
During the render stage the computer is building your fractal image by  process called sampling. The longer you allow your fractal to render the better results you obtain, I. E. more samples are generated. There is always a tradeoff between render time and quality.  &lt;br /&gt;
&lt;br /&gt;
===Resolution-profiles===&lt;br /&gt;
To specify the size of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;resolution-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
I .e., a resolution-profile (currently) defines &amp;#039;&amp;#039;&amp;#039;width&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;height&amp;#039;&amp;#039;&amp;#039; of an images. &lt;br /&gt;
&lt;br /&gt;
There are some predefined resolution-profiles, but you can edit them and define your own. This set of resolution-profiles is accessable in all programm-parts which work with image-sizes.&lt;br /&gt;
&lt;br /&gt;
====Defining own resolution-profiles====&lt;br /&gt;
In JWildfire there is virtually no limit on render-size, and you can define any number of resolution-profiles at any size. But, of course, the larger the render-resolution, the more memory is needed.&lt;br /&gt;
&lt;br /&gt;
To define or edit a resolution-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head out for the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_resolution_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Resolution&amp;#039;&amp;#039;&amp;#039;: width and height in pixels&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_resolution_profile.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Quality profiles===&lt;br /&gt;
To specify the quality of rendered images in JWildfire you use &amp;#039;&amp;#039;&amp;#039;quality-profiles&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
Additionally, you can specify if an addional HDR-file should be generated when using this profile. &lt;br /&gt;
&lt;br /&gt;
There are some predefined quality-profiles, but you can edit them and define your own. This set of quality-profiles is accessable in all programm-parts which work with rendering.&lt;br /&gt;
&lt;br /&gt;
====Defining own quality-profiles====&lt;br /&gt;
You can define any number of quality-profiles. They are sorted by an internally calculated quality index. The quality-profiles with less quality (i .e. faster rendering) are on top of the list, where the profiles with the best quality are at the bottom of the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To define or edit a quality-profile, enter the main &amp;#039;&amp;#039;&amp;#039;flame-editor&amp;#039;&amp;#039;&amp;#039; and head out for the list-boxes in the right upper area.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Flames_quality_profiles.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are the following options:&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Caption&amp;#039;&amp;#039;&amp;#039;: the text which is displayed in the listbox, please note that the listbox is sorted by an internal quality-indicator, and not by this caption&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Quality&amp;#039;&amp;#039;&amp;#039;: the desired quality-setting for the renderer. A mediocre value is 100 (which means something like &amp;quot;100%&amp;quot;), for wallpapers you should play with values in the range of 500...1000, for generating high-quality-prints with values in the range 2000...5000.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR&amp;#039;&amp;#039;&amp;#039;: automatically save the raw image in Radiance-HDR-format for tonemapping outside of JWildfire. Please note, that the generation of this image does not need aditional time, but some memory. So, in doubt, when generating high-quality-content, you should generate it.&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;with HDR intensity map&amp;#039;&amp;#039;&amp;#039;: automatically save the raw intensity-map in Radiance-HDR-format. Not recommended, only for experimental purposes&lt;br /&gt;
#&amp;#039;&amp;#039;&amp;#039;Default profile&amp;#039;&amp;#039;&amp;#039;: Can only selected by one profile and defines the profile which is automatically selected at startup&lt;br /&gt;
[[File:Flames_edit_quality_profile.jpg]]&lt;br /&gt;
===The different renderers===&lt;br /&gt;
Because there are so many different requirements for rendering it is hard to implement them all into one renderer. So, JWildfire currently features 3 different renderers.&lt;br /&gt;
&lt;br /&gt;
They fall into two categories:&lt;br /&gt;
#Renderer with fixed quality: renders until specified quality level is reached, has no display&lt;br /&gt;
#Interactive render: renders indefinitely, displays the result while rendering, let the user decide when to stop&lt;br /&gt;
&lt;br /&gt;
Because the display takes some time (e. g. a tonemapping-step is involved for each update of the display), an interactive renderer is usually slower than a renderer with fixed quality.&lt;br /&gt;
But, it is unequal fun to see how the image is created and it can be very useful to be able to control when to stop or when not to stop, depending on the certain fractal.&lt;br /&gt;
When use a renderer with fixed quality is sometimes a trial-and-error or process when you can not know which quality level you will need to get a smooth image.&lt;br /&gt;
&lt;br /&gt;
====The main renderer in the Flame-editor====&lt;br /&gt;
A renderer with fixed quality (specified by the quality-profile you selected). Fastest option for rendering a single image when you know which quality you need.&lt;br /&gt;
&lt;br /&gt;
====The Interactive Renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Interactive Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering single images when you do not sure about the quality you need.&lt;br /&gt;
Additionally, you can pause and resume a render in this module. So it also the best option for really huge renders.&lt;br /&gt;
&lt;br /&gt;
====The Batch renderer====&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Batch Renderer&amp;#039;&amp;#039;&amp;#039; is a whole sub-module and resided at a dedicated tab with the same name. It is the best option for rendering multiple images at fixed quality, especially frames for movies.&lt;br /&gt;
&lt;br /&gt;
===Whats affects render time?===&lt;br /&gt;
#Flame-layout is very important for render-time:&lt;br /&gt;
##Number of variations in a certain transform&lt;br /&gt;
##Type of variations used. There are slow ones (e.g. &amp;quot;crackle&amp;quot;) and fast ones (e.g. &amp;quot;spherical&amp;quot;)&lt;br /&gt;
##Number of final transforms&lt;br /&gt;
##Number of variations in final transforms&lt;br /&gt;
##Bokeh effects work similar to a final transform and can take a lot of time&lt;br /&gt;
&lt;br /&gt;
Please note, that the number of regular transforms does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; affect the render time.&lt;br /&gt;
&lt;br /&gt;
#Output&lt;br /&gt;
##Resolution&lt;br /&gt;
##Desired quality&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
Scripts are a very powerful and flexible way for users to extend the software. &lt;br /&gt;
They are written in the Java programming language and are not compatible with scripts known from the Apophysis software (which are written in the Delphi-dialect of pascal)&lt;br /&gt;
&lt;br /&gt;
Even if most available scripts are used to create (random) flames, they are not restricted to create flames. &lt;br /&gt;
You could also create a calculator or anything else you can imagine.&lt;br /&gt;
&lt;br /&gt;
===How do scripts work===&lt;br /&gt;
JWildfire uses it&amp;#039;s integrated Java-compiler to compile the scripts on-the-fly into executable code. &lt;br /&gt;
This means that could also perform serious calculations in your scripts, because they are fast.&lt;br /&gt;
And you may use the common Java-libraries and all libraries which are part of JWildfire.&lt;br /&gt;
&lt;br /&gt;
===How to use existing scripts from other users===&lt;br /&gt;
====Create a script-folder====&lt;br /&gt;
In order to work with scripts, you have to first to create a folder were your scripts are stored.&lt;br /&gt;
As with all of your own data, this folder should be OUTSIDE of the JWildfire folder.&lt;br /&gt;
So, if you remove/update the JWildfire software, your data is always kept safe. &lt;br /&gt;
If you have no idea how to name it, you can just create a folder &amp;quot;D:\JWildfire-Data\scripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Tell the software about your script-folder====&lt;br /&gt;
After creating the folder you must enter it&amp;#039;s complete path into the Preferences.&lt;br /&gt;
So, open the Preferences-window from within the main window-menu and locate the property &amp;#039;&amp;#039;&amp;#039;tinaJWFScriptPath&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Copy the script path, in this example &amp;quot;D:\JWildfire-Data\scripts&amp;quot;.&lt;br /&gt;
Double-click at the row with the parameter in the 2nd column, so that you can enter text. Paste the script-path and press &amp;#039;&amp;#039;&amp;#039;&amp;lt;ENTER&amp;gt;&amp;#039;&amp;#039;&amp;#039; and press the &amp;#039;&amp;#039;&amp;#039;Save and Close&amp;#039;&amp;#039;&amp;#039;-button&lt;br /&gt;
&lt;br /&gt;
====Import the scripts====&lt;br /&gt;
To import a script just extract the *.zip-file to your script-folder so that the &amp;#039;&amp;#039;&amp;#039;*.jwscript&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;*.txt&amp;#039;&amp;#039;&amp;#039;-files are directly located into the script-folder (without sub-folder).&lt;br /&gt;
Example: If you have downloaded a script &amp;quot;butterfly.zip&amp;quot;, it should contain two files &amp;quot;butterfly.jwfscript&amp;quot; and &amp;quot;butterfly.txt&amp;quot;. Copy this two files directly in the script-folder.&lt;br /&gt;
&lt;br /&gt;
Press the &amp;#039;&amp;#039;&amp;#039;Rescan&amp;#039;&amp;#039;&amp;#039;-button on the &amp;#039;&amp;#039;&amp;#039;Script&amp;#039;&amp;#039;&amp;#039;-tab to refresh the script-view inside of the software.&lt;br /&gt;
&lt;br /&gt;
In the example you should then see a new item &amp;quot;butterfly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===How to start a script===&lt;br /&gt;
====Start from within the script-view====&lt;br /&gt;
Just select the script in your script-view and press the &amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039;-button to execute a script&lt;br /&gt;
====Create a custom button for the script====&lt;br /&gt;
You can also create buttons for easy executing of your favourite scripts&lt;br /&gt;
&lt;br /&gt;
To add a button just select the desired script in the Script-view  and press the &amp;#039;&amp;#039;&amp;#039;Add macro button&amp;#039;&amp;#039;&amp;#039;-button.&lt;br /&gt;
You will see a new button you may click to execute your script at any time.&lt;br /&gt;
&lt;br /&gt;
You can customize or remove this button on the &amp;#039;&amp;#039;&amp;#039;Macro buttons&amp;#039;&amp;#039;&amp;#039;-tab at the &amp;#039;&amp;#039;&amp;#039;Scripts-tab&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Jane Spaulding</name></author>	</entry>

	</feed>