Meshes

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Meshes


Variations that generate meshes, three dimensional shapes made from connected triangles. These are all blur variations that ignore their inputs. They are most useful for solid renders, though they work for normal flames as well.

The mesh variations can perform subdivision surface smoothing. This can be helpful for some meshes to create a smoother surface. But it deforms meshes that aren’t designed to be smoothed. For example, smoothing an icosahedron will make it a sphere. This is done by first subdividing each triangle into four triangles, then performing Taubin smoothing on each triangle. This process is repeated the number of times specified by subdiv_level (set it to 0 to disable smoothing).

For each subdivision level, each triangle in the mesh is subdivided into four triangles and Taubin smoothing is done on each resulting triangle. Taubin smoothing is done with multiple passes, with two smoothing steps done on each pass. The first step uses the lambda parameter to smooth the mesh, but this also shrinks it. The second step uses the mu parameter (which should be a negative value) to counteract the shrinking.

obj_mesh_primitive_wf

Use a predefined object as a 3D mesh.

Type: 3D mesh
Author: Andreas Maschke (thargor6)
Date: 29 Nov 2016

ParameterDescription
colormap_filenameThe file containing a color map to apply to the mesh
displ_map_filenameThe file containing the displacement map
primitiveThe object to use:
0: Ball
1: Capsule
2: Cone
3: Diamond
4: Torus
5: Box
6: Gear (15 teeth)
7: Icosahedron
8: Tetrahedron
9: Octahedron
10: Dodecahedron
11: Cylinder with a hole
12: Icosidodecahedron
13: Cubeoctahedron
14: Gear (6 teeth)
15: Smooth gear (6 teeth)
16: Gear (8 teeth)
17: Smooth gear (8 teeth)
18: Gear (12 teeth)
19: Smooth gear (12 teeth)
20: Gear (16 teeth)
21: Smooth gear (16 teeth)
22: Gear (24 teeth)
23: Smooth gear (24 teeth)
24: Mandelbulb
25: Drop
scale_x, scale_y, scale_zScale factors for x, y, and z
offset_x, offset_y, offset_zShift the mesh in the x, y, and z directions
subdiv_levelThe number of levels of subdivision to perform; it must be an integer between 0 (to disable smoothing) and 6. Note each level used will dramatically increase both render time and memory needed.
subdiv_smooth_passesThe number of Taubin smoothing passes to apply to each subdivision level; it must be an integer between 0 and 24.
subdiv_smooth_lambdaThe lambda value used for the first step of each pass; it should be a positive number between 0 and 1.
subdiv_smooth_muThe mu value used for the second step of tach pass; it should be a negative number between 0 and -1, and is usually a bit less than -lambda).
blend_colormapWhether to blend colormap colors with surrounding colors (color_mode 0 only)
0: Don’t blend colors
1: Blend colors
displ_amountScaling for the displacement map; 0 to disable displacement
blend_displ_mapWhether to blend values from the displacement map
0: Don’t blend values
1: Blend values
receive_only_shadowsIf set to 1, and solid rendering is enabled, the mesh will be invisible but will show shadows that fall on it (hard shadows must be enabled to see any)

https://www.youtube.com/watch?v=j470dOB4ksM

obj_mesh_wf

Load a 3D mesh from an OBJ format file.

Type: 3D mesh
Author: Andreas Maschke (thargor6)
Date: 29 Nov 2016

The OBJ object file format was developed by Wavefront Technologies but is open and supported by many 3D graphics programs. It defines the XYZ position of each vertex and the faces that make each polygon in the mesh as a list of vertices. It can optionally define UV texture map coordinates for each face, used to map a 2D image to the mesh’s surface. These are used by the color and displacement map features. If the OBJ file does not include texture map coordinates, the color and displacement maps are ignored.

ParameterDescription
obj_filenameThe file containing the mesh; set the default path with the preference tinaMeshPath
colormap_filenameThe file containing a color map to apply to the mesh
displ_map_filenameThe file containing the displacement map
scale_x, scale_y, scale_zScale factors for x, y, and z
offset_x, offset_y, offset_zShift the mesh in the x, y, and z directions
subdiv_levelThe number of levels of subdivision to perform; it must be an integer between 0 (to disable smoothing) and 6. Note each level used will dramatically increase both render time and memory needed.
subdiv_smooth_passesThe number of Taubin smoothing passes to apply to each subdivision level; it must be an integer between 0 and 24.
subdiv_smooth_lambdaThe lambda value used for the first step of each pass; it should be a positive number between 0 and 1.
subdiv_smooth_muThe mu value used for the second step of tach pass; it should be a negative number between 0 and -1, and is usually a bit less than -lambda).
blend_colormapWhether to blend colormap colors with surrounding colors (color_mode 0 only)
0: Don’t blend colors
1: Blend colors
displ_amountScaling for the displacement map; 0 to disable displacement
blend_displ_mapWhether to blend values from the displacement map
0: Don’t blend values
1: Blend values
receive_only_shadowsIf set to 1, and solid rendering is enabled, the mesh will be invisible but will show shadows that fall on it (hard shadows must be enabled to see any)

Teapot mesh used for above example.
https://www.youtube.com/watch?v=j470dOB4ksM

sattractor3D

Generate a 3D mesh from differential equations.

Type: 3D mesh
Author: Jesus Sosa
Data: 21 Feb 2018

ParameterDescription
xformulaThe formula to use for dx for the attractor differential equation; it returns the value for dx, and can use “x”, “y”, “z”, and “param_a” through “param_h” as well as constants and standard math functions. Changing presetId will overwrite it with the preset formula.
yformulaThe formula to use for dy for the attractor differential equation
zformulaThe formula to use for dz for the attractor differential equation
presetIdThe preset to use; set to -1 to not use a preset
0: Aizawa Attractor
1: Anishchenko-Astakhov Attractor
2: Arneodo Attractor
3: Second Bouali Attractor
4: Bourke-Shaw Attractor
5: Chen Celikovsky Attractor
6: Chen Lee Attractor
7: Chua Attractor
8: Chen Attractor
9: Lotka Volterra Equations
10: Rikitake Attractor
11: Three Scroll Unified Chaotic System Attractor 1 (TSUCS 1)
12: Dequan Li Attractor
13: Halvorsen Attractor
14: Finnance Attractor
15: Newton Leipnik System
16: Nose-Hoover Attractor
17: Sprott-Linz Attractor
18: Thomas Attractor
19: Three Scroll Unified Chaotic System Attractor 2 (TSUCS 2)
20: Dadras Attractor
stepsNumber of thousands of steps to use in the curve
radiusThickness of the curve
stepTimeDelta time for computing the curve
facetsNumber of sides in the attractor curve
start_x, start_y, start_zInitial values for x, y, and z
warmupNumber of steps to skip before plotting the attractor
param_a – param_hValue for param_a through param_h in the formulas
scale_x, scale_y, scale_zScale factors for x, y, and z
offset_x, offset_y, offset_zOffset for the attractor curve
subdiv_level, subdiv_smooth_passes, subdiv_smooth_lambda, subdiv_smooth_muNot used
blend_colormapNot used
displ_amountNot used
blend_displ_mapNot used
receive_only_shadowsIf set to 1, and solid rendering is enabled, the mesh will be invisible but will show shadows that fall on it (hard shadows must be enabled to see any)

https://jwildfire-forum.overwhale.com/viewtopic.php?f=23&t=2607

https://github.com/thargor6/JWildfire/blob/master/src/org/jwildfire/create/tina/variation/plot/sattractor3d_wf_presets.txt

terrain3D

Generate a random terrain surface mesh.

Type: 3D mesh
Author: Jesus Sosa
Date: 14 Apr 2018

ParameterDescription
roughnessSurface roughness; 0.5 is average, smaller is smoother
z_exaggerationAltitude scale; larger values exaggerate the altitude
Size (N PowersOf 2)The number of cells per side used to generate the terrain, as a power of 2; for example a value of 5 would use 2^5=32 cells per side (for a total of 1024)
seedThe random number seed; changing this number will change the terrain generated
dc0: Use the transform color
1: Use direct color; the color of a point is based on its altitude
scale_x, scale_y, scale_zScale factors for x, y, and z
offset_x, offset_y, offset_zShift the mesh in the x, y, and z directions
subdiv_levelThe number of levels of subdivision to perform; it must be an integer between 0 (to disable smoothing) and 6. Note each level used will dramatically increase both render time and memory needed.
subdiv_smooth_passesThe number of Taubin smoothing passes to apply to each subdivision level; it must be an integer between 0 and 24.
subdiv_smooth_lambdaThe lambda value used for the first step of each pass; it should be a positive number between 0 and 1.
subdiv_smooth_muThe mu value used for the second step of tach pass; it should be a negative number between 0 and -1, and is usually a bit less than -lambda).
blend_colormapNot used
displ_amountNot used
blend_displ_mapNot used
receive_only_shadowsIf set to 1, and solid rendering is enabled, the mesh will be invisible but will show shadows that fall on it (hard shadows must be enabled to see any)

https://jwildfire-forum.overwhale.com/viewtopic.php?f=23&t=2626

Info


This information has been created by Rick Sidwell as a guide to the more popular variations used in fractal flames. Not all of the variations are included with JWildfire, but a great many are, so it is worthwhile learning about them here.

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