• JWildfire 3.20 release: point-cloud export

    Just released JWildfire V3.20 – which is another community release, thanks to Brad, Rick and Luca for your contributions!

    This is a major release featuring a new kind of mesh-export: point-clouds. Point-clouds basically are meshes with 1-point-polygons.
    In contrast to the solid meshes, the “points” of the generated point-clouds may have also an individual color and an alpha channel
    (which may be used in rendering).

    3D-Packages like Houdini can render point-clouds in the way that each point is represented by a little sphere
    (you usually can adjust the size of those spheres), generating a “solid” shape.
    You can apply materials to point-clouds like to any regular mesh. Especially in Houdini, the points keep their individual
    (diffuse) color.

    You can also generate “solid” meshes from point-clouds, for example using the ball-pivoting-algorithm inside
    MeshLab.

    Important Parameters for point-cloud-generation in JWildfire (use “Output type” POINTCLOUD to enable it):

    • CELL-SIZE: the program uses an octree to quantize the space into little small cubes. All samples inside a cube
      are later condensed into one point of the point-cloud. So, this setting basically affects the
      “resolution” of the generated mesh. But beware, please make it only smaller in small steps,
      otherwise memory consumption may grow in an “explosive” way
    • RENDER QUALITY: overall number of samples, increase it only if your mesh has noise/holes in it
    • OUTPUT FORMAT: you may either use *.ply or *.obj. But beware, this option has also an impact on the generation
      of the point-cloud:

      • PLY-Format: only vertices (“points”), with color and alpha channel (works good for Houdini)
      • OBJ-Format: vertices and 1-point-polygons, NO color and NO alpha channel (works good for Lightwave Hypervoxels)

    Complete list of changes (you can also see this list inside the program at the any time, see Help->List of changes ):

    • New “POINTCLOUD”-generator inside the Mesh-Generator.
    • New Variations – Thanks to dark-beam (Luca) and Brad Stefanov for conversions
      • Spirograph3D by Rick Sidwell.
      • Hypershift, Helicoid, Helix by Zy0rg.
      • Atan by FractalDesire.
      • Chunk, Erf, Erf3D, Gamma, XErf by zephyrtronium.
      • Circular, DSpherical, Shift by Tatyana Zabanova.
      • Circular2 by Tatyana Zabanova variables added by Brad Stefanov.
      • Pressure_wave by timothy-vincent.
    • Fixes
      • Fixed issue reading apo parameters in GlynnSim variations. By Rick Sidwell
      • Fix bug reading repeated variations in a transform. By Rick Sidwell
      • Added lgamma to Math.lib for gamma variation to work.
      • Fixed some performance problem in solid rendering
      • fixed a problem with calculation of normals in solid rendering

    Just click the “Random flames” button to start playing around and have fun 🙂


  • JWildfire 3.11 release: many new variations

    Just released JWildfire V3.11 – most work was done by Brad Stefanov and Rick Sidwell this time – thanks guys!

    Complete list of changes (you can also see this list inside the program at the any time, see Help->List of changes ):

    • New Variations:
      • Cot2_BS,Csc2_BS,Tan2_BS,Sec2_BS,Exp2_BS,Sin2_BS,Csch2_BS,Cosh2_BS,Sech2_BS,Coth2_BS,Sinh2_BS,andTanh2_BS complex variations by cothe with added variables by Brad Stefanov
      • Cosq,Sinq,Tanq,Tanhq,Coshq,Sinhq,Cotq,Cothq,Cscq,Cschq,Estiq,Secq,Sechq from the Quaternion Apo Plugin Pack by zephyrtronium implemented into JWF by Brad Stefanov
    • Fixes
      • Fixed bug in TileHlp. by Brad Stefanov
      • Fixed Log_tile with new variation Tile_log for keeping compatibility … will keep both variations since they work in different ways. By Brad Stefanov
      • Fixed bugs in XTrb by Rick Sidwell
      • Changed getCoeffxy to getXYCoeffxy for variations that use them. By Rick Sidwell
      • Fixed bugs with the Falloff3 variations. By Rick Sidwell
      • Fix misc. variation bugs. Most pre and post variations should assign, not add their results. Fixed this in multiple variations to match the original apo plugins. By Rick Sidwell
    • Misc
      • rendering/processor-usage is more smooth now, avoids blocking (may slightly decrease render speed, but is more responsive on most systems.
        If max render speed is extremely important for you, than keep the old version) – by Andreas Maschke
      • “subflame_wf” – variation now also supports flame-sequences as input (to animate the subflame) – by Andreas Maschke

    Just click the “Random flames” button to start playing around and have fun 🙂


  • JWildfire 3.10 release: improved image-quality and much other fun

    Just released JWildfire V3.10.

    Among a lot of different changes, two major features stand out: improved image-quality (sharpening and anti-aliasing) and an easy-to-use background-gradient-function.

    Complete list of changes (you can also see this list inside the program at the any time, see Help->List of changes ):

    • Image-quality:
      • new “Filtering”-option at the Anti-Aliasing/Filtering-tab to distinguish between the various types of filtering:
        GLOBAL_SHARPENING, GLOBAL_SMOOTHING, ADAPTIVE. The “Filter kernel” option is populated accordingly.
      • new MITCHELL_SMOOTH-filter kernel (derived from MITCHELL), which is now the default
      • improved the behaviour of sharpening filters (causing less artifacts)
      • “Sharpness indicator” and “Low density”-parameters at the “Anti-Aliasing/Filter”-tab (affects only adaptive filtering)
      • new experimental adaptive MITCHELL_SINEPOW-filter (sharpenung details, smoothing “unsharp” areas as well as areas with low density)
      • new “low brightness”-property to show/hide areas with lower density, increasing this value usually leads to more detail, while decreasing
        this value may help to hide unwanted border areas
      • increased default oversampling to 2 in order to increase default quality
    • Editing:
      • reimplemented the preview-cache (all options at the coloring-tab do not need a recalculation do show changes). In general, all properties
        which do not need a re-render are indicated by a star at the label, e.g. “Brightness*”. Is is recommended to do a quickrender before adjusting them,
        so can apply changes in almsot realtime to a decent image.
      • improved the quality of the preview in the main editor
      • the channel-mixer also works in “realtime-mode” now
      • new color-balancing options at the “Coloring”-tab
    • Flame-saving/flame-thumbnail-selection
      • new SaveAll-button which saves all selected flames into a single file (thanks to Michael Bourne for the suggestion)
      • new checkbox at each flame-thumbnail to (de)select it
      • new popup-menus at the flame-thumbnails (press the right mouse-button over a button to display the menu):
        • remove-button: new popup-menu to remove all or remove selected flames
        • checkbox (sometimes referred as “select-button”: new popoup-menu to toggle selection or deselect all
      • added confirmation dialog to the thumbnail-delete button
    • Background-gradients:
      • new 2×2 gradient-type for the background of fractals , may also be changed in “realtime mode”
      • new 2×2+c gradient-type for the background of fractals (which is the new default)
    • Mesh-Generator:
      • optional post-smooth (Taubin-smooth) in the mesh generator
      • removed the parameters “Thickness mod” and “Thickness samples” (just fix your model if is has “holes”) in the mesh generator
      • improved the rotation-behaviour of the mesh-preview in the Mesh-Generator
      • improved the heuristics to calculate “depth” when creating a mesh from a voxelstack
      • fixed (again) a serious bug in the Mesh-Generator: when rendering image-stacks
    • Misc:
      • new “Machine”-random-flame-generator
      • detect flames with invalid (xaos) settings and stop to render them
      • indicator-mode for adapative filtering (i. e. showing sharp/smooth regions)
      • fixed some labels which were not scale accordingly the global “tinaFontScale”-property
      • rearranged some controls at the coloring-tab
      • new variations, provided by Brad Stefanov (“waves2_radial”, “spliptic_bs”, “circlesplit”, “log_tile2”, “mobiq”, “tile_hlp”)
      • lots of new presets for the “isosfplot3d_wf”-variation, provided by Frank Baumann and Brad Stefanov
      • some performance increase on some of the DOF-blur-shapes
      • increased quality of DOF in 3D-mode, but needs much more time to compute
      • removed the color-oversampling/jittering-option

    Just click the “Random flames” button to start playing around and have fun 🙂