Manual Flame Fractals

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Revision as of 23:49, 6 March 2015 by Thargor6 (Talk | contribs) (The different renderers)

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Rendering

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 renderers. Simply spoken, the renderering works that way that the result is the better the longer you render, i. e. the more samples are generated. So you must always find a tradeoff between render-time and quality.

Resolution-profiles

To specify the size of rendered images in JWildfire you use resolution-profiles. I .e., a resolution-profile (currently) defines width and height of an images.

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.

Defining own resolution-profiles

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.

To define or edit a resolution-profile, enter the main flame-editor and head out for the list-boxes in the right upper area.
Flames resolution profiles.jpg

There are the following options:

  1. Resolution: width and height in pixels
  2. Default profile: Can only selected by one profile and defines the profile which is automatically selected at startup

Flames edit resolution profile.jpg

Quality profiles

To specify the quality of rendered images in JWildfire you use quality-profiles. Additionally, you can specify if an addional HDR-file should be generated when using this profile.

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.

Defining own quality-profiles

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.


To define or edit a quality-profile, enter the main flame-editor and head out for the list-boxes in the right upper area.
Flames quality profiles.jpg

There are the following options:

  1. Caption: 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
  2. Quality: the desired quality-setting for the renderer. A mediocre value is 100 (which means something like "100%"), 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.
  3. with HDR: 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.
  4. with HDR intensity map: automatically save the raw intensity-map in Radiance-HDR-format. Not recommended, only for experimental purposes
  5. Default profile: Can only selected by one profile and defines the profile which is automatically selected at startup

Flames edit quality profile.jpg

The different renderers

Because there are so many different requirements for rendering it is hard to implement them all into one renderer. So, JWildfire currently features 5 different renderers.

They fall into two categories:

  1. Renderer with fixed quality: renders until specified quality level is reached, has no display
  2. Interactive render: renders indefinitely, displays the result while rendering, let the user decide when to stop

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. 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. 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.

The main renderer in the Flame-editor

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.

The Interactive Renderer

The main Interactive Renderer is at a dedicated tab. It is the best option for rendering single images when you do not sure about the quality you need. Additionally, you can pause and resume a render in this module. So it also the best option for really huge renders.

Whats affects render time?

Scripts

Scripts are a very powerful and flexible way for users to extend the software. 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)

Even if most available scripts are used to create (random) flames, they are not restricted to create flames. You could also create a calculator or anything else you can imagine.

How do scripts work

JWildfire uses it's integrated Java-compiler to compile the scripts on-the-fly into executable code. This means that could also perform serious calculations in your scripts, because they are fast. And you may use the common Java-libraries and all libraries which are part of JWildfire.

How to use existing scripts from other users

Create a script-folder

In order to work with scripts, you have to first to create a folder were your scripts are stored. As with all of your own data, this folder should be OUTSIDE of the JWildfire folder. So, if you remove/update the JWildfire software, your data is always kept safe. If you have no idea how to name it, you can just create a folder "D:\JWildfire-Data\scripts"

Tell the software about your script-folder

After creating the folder you must enter it's complete path into the Preferences. So, open the Preferences-window from within the main window-menu and locate the property tinaJWFScriptPath. Copy the script path, in this example "D:\JWildfire-Data\scripts". Double-click at the row with the parameter in the 2nd column, so that you can enter text. Paste the script-path and press <ENTER> and press the Save and Close-button

Import the scripts

To import a script just extract the *.zip-file to your script-folder so that the *.jwscript and *.txt-files are directly located into the script-folder (without sub-folder). Example: If you have downloaded a script "butterfly.zip", it should contain two files "butterfly.jwfscript" and "butterfly.txt". Copy this two files directly in the script-folder.

Press the Rescan-button on the Script-tab to refresh the script-view inside of the software.

In the example you should then see a new item "butterfly"

How to start a script

Start from within the script-view

Just select the script in your script-view and press the Run-button to execute a script

Create a custom button for the script

You can also create buttons for easy executing of your favourite scripts

To add a button just select the desired script in the Script-view and press the Add macro button-button. You will see a new button you may click to execute your script at any time.

You can customize or remove this button on the Macro buttons-tab at the Scripts-tab