Hello again! I'm here to provide you with brand new DD Suggestion Guidelines.
Of course I haven't got inspiration from other CVs' guidelines, no.
General rulesI only take suggestions from the Digital Art > Fractal Art branch. For every other gallery, please check The Community Relations Team list.Make sure the artist you're suggesting hasn't received a Daily Deviation within the past 6 months. FAQ #313: https://www.deviantart.com/help/313 - How can I find out if someone already has a Daily Deviation?The artist must be active on the site. This means people who haven't logged in within the past 30 days are NOT eligible.Please, try to send your suggestions in one note. It's easier for me to keep track like that. :)Self-suggestions are not
An amazingIFS Workflow with Mandelbulb 3D by batjorge, journal
An amazingIFS Workflow with Mandelbulb 3D
Fractal Art Week
Hi everyone.
In this article I’ll show a way to complete a 3D fractal scene starting from a previous tutorial:
I will go over how to add a formula and set up lighting for a render scene.
The previous tutorial shows how to get bulb halls with amazing IFS with low iterations, but the information is incomplete, as it wasn't my goal to cover it.
There are few steps to complete it. You can have the starting parameters here: sta.sh/01cx9jabnwnq
Add TorusIFS on the third formula slot and increase the maximum iterations from 1 to 2 params, like so: sta.sh/018wg4mgfep5
After a bit of exploring I found this:
I adjusted both
batjorge on DeviantArthttp://creativecommons.org/licenses/by-nc-sa/3.0/https://www.deviantart.com/batjorge/art/amazingIFS-guide-extended-702217770batjorge
MB3D 1.99 release: improved point-cloud export
by thargor6, 1 day ago
Journals / Personal
I thought it may be already time for a new release, as there are some really major improvemens
on point-cloud-export, and I’m not sure how many spare time I will find in the next weeks for further additions.
What’s new:
– Point-Cloud-export:
– major increase of sampling-quality
– minor speed-increase (is compensated by generating more samples)
– jitter-option to improve sampling of round shapes, usually gives good results at high volumetric resulutions > 1000
– option to generate normal vectors (is not
Let's face it, no one can understand Luca's binary system of JosKN options.
That's fine with the 'limited' options of the vanilla formula, but with the new mod, Added JosKn-ModIFS!!!, situation has become intolerable.
Fortunately, using some advanced deep learning methods, I think I've cracked it
For example, when you set 'Options=0' in the JosKn-ModIFS formula tab, you get the normal pillar hall view,
and Options=4 shows the whole set using inversion. Generally, the more you increase the Options number,
the more experimental features are unlocked, and the following list shows which.
options: effects
----------------
0: normal
1: 4ge
Mandelbulb 3D ~ Sphereheightmap by HalTenny, journal
Mandelbulb 3D ~ Sphereheightmap
This is kind of a continuation of my previous journal about the flat plane type of heightmap. So this will cover the sphereheightmap. I'm going to start off with the same image we ended with previously. It already has the brick floor made with the standard HeightMapIFS formula in position 1. Those parameters are at the end of this tutorial. Let's have at it!
As I mentioned before, I prefer to place heightmaps, sphere heightmaps and dIFspheres in the first formula slot, because in my work I am much more apt to add extra escapetime formulas to the end of my formula string. Also as I said before, I usually leave an empty formula slot in positio
Mandelbulb 3D ~ Light it up! by mandelbulb3d, journal
Mandelbulb 3D ~ Light it up!
This journal is really not so much a tutorial as it is a workflow discussion on final composing and lighting of a Mandelbulb 3D scene. And I realize there will always be a difference of opinion on something being too dark, too bright, too foggy or just too much something in one way or the other. But to me, that's what can make the difference between a regular image, and one that really sets a mood and has more impact than a plain vanilla piece. So below I cover my thought process on a recent image I posted. Maybe this journal will encourage you to look for that little something extra that can make a difference in your final results. For the f
Several people lately have asked me about how to use heightmaps in MB3D. I don't use them a lot, but I can explain the basics on how to use them in the limited way that I do. As usual, I make no claim to being an expert. The way I work is the best way for me, and I would never be so arrogant as to suggest my way is a better way or the best way for everyone. It's the best way for me and my work flow. This Journal is for beginners. Note: Click on the title of this Journal to open it on a new page and it should visually look much better organized. Let's begin~
I think the reason some people have trouble with heightmaps is because of where their