and as sock pointed out, 3d meshes of those fractals can be as complex as imaginable, usually low grid resolution ray marchings through those point clouds is reeeaaalllyyy bad quality, and resolution has to be a hell of a resolution, so, creating a reasonable 3d obj animation prepare for at least 1 terrabyte of raw data lols. the voxel stack method may work for animations, but since no direct obj output is available, it is a really hard thing to achieve. ![]() Mandelbulber can export any channel of an image separately, so, for example for depth informations, then you could add a spaceship or whatever you like to the rendered animation. It would be more easy to export 3d fractal animations as depth information images, and then collague it all together in another program,
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