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[LAG]Mandelbrot Set Renderer v1.3

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Author: CPJchute

Group: Default

Filesize: 129.39 kB

Date added: 2024-04-27

Rating: 6.5

Downloads: 1304

Views: 320

Comments: 15

Ratings: 4

Times favored: 1

Made with: Algodoo v2.1.0

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UPDATE 1.1 - Added progressive rendering.
UPDATE 1.2 - Stopped progressive rendering from deleting the image when a new render is started(which is as soon as the old render finishes.)
UPDATE 1.3 - Changed coloring algorithm, Now, you can see actual COLOR!

What is progressive rendering?
Basically, I ended up starting to use the _I2 variable in the render script. With that, when a render is finished, I used _I2 to start a render with more colors each time the old render finishes.

Something else that I added with progressive rendering was, when the old render finishes, DELETE IT instantly and start the new render. From 1.2, it just makes the render a bit [s]lighter[/s]darker.
Last edited at 2024/04/28 21:33:43 by CPJchute
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I forgot to put in a lag alert. WARNING: THIS CAN LAG WITH TOO MANY OBJECTS.
added in lag alert
THIS IS EPIC
Yeah, and I tried doing a 12292 pixel render(smaller version of 16384 1:1 pixel render) and Algodoo completely failed. MAKING ANOTHER CHANGE
Nice work, CPJchute! You are a very talented coder. :tup:
Thanks! I had to go through a bit of bugfixing to get to this. Also did a smaller 6144 pixel render but now I'm just gonna leave it in my Screenshots folder...
this is 100% really nice :)
GJ @CPJchute
Thanks:)
Using Shadertoy, I got an HD version of my renderer, and using the EXACT same settings it was normal, but with even just 100 iterations it looks quite crazy. And also dark.

By iterations, I mean the MAX amount of iterations that can be done.
Tried making a Mandelbrot set render (in Javascript) and got something really close to what you have:
https://ibb.co/nBH8P9j
Nice! By the way, the coloring algorithm(in HSV) is:

if iterations is not equal to max_iterations:
color(iterations / max_iterations, 1, iterations / max_iterations)
else:
color(0, 0, 0)

After some playing, I realized using a constant instead would fix the darkness problem I was having with the Shadertoy renderer.
So, instead this could be used(Color in HSV again):

if iterations is not equal to max_iterations:
color(iterations / 20.0, 1, iterations / 20.0)
else:
color(0, 0, 0)

I may try creating another version of my renderer using Processing.
I got a Mandelbrot render through the Shadertoy I created:
https://ibb.co/VNvYY6N
ITERATIONS: 100
ZOOM: 1
COLORING ALGORITHM: HSV(ITERATIONS / 20, 1, ITERATIONS / 20)
very nice render :)

Just asking, did you implement a zoom function for it without precision issues?
wake up babe new fractal renderer just dropped