After three months of work, I’m glad to release JWildfire V6.00 as another major update.
This time, the animation-features where greatly improved:
- animation playback and -editing in the main editor is much smoother now, in general the editing gives much for “fluid” feeling
- the main editor now supports automatic creation of animation keyframes: you move to a certain frame, change a property, and JWildfire automatically creates a smooth motion curve to interpolate between the values
- you may now create mp4-files directly from within JWildfire (without using any other tools). You may even create batches of mp4-files.
- support for Intel’s OIDN denoiser as a powerful tool to cut down render times and improve image quality (works simular to NVidia’s OptiX, but does not requiere a GPU from NVidia)
But, there are also numerous new non-animation-related improvements, e. g.:
- new “RunRandomScript”-random-flame-generator which executes randomly selected scripts from your script-library to generate random flames
- new dark “JWildfire”-theme (based on Nimbus) which is now the default
- easy revert-to-default-feature for most parameters: just double-click at the label in front of an field to revert the current-value to the default value
- new function (at the “Anti-Aliasing / Filter”-tab) to apply an AI-Post-Denoiser to a single image (e. g. a previously rendered fractal)
- numeric fields now also react to inputs of the mousewheel
- a lot of new variations
Thanks to Brad Stefanov, Jesus Sosa, Rick Sidwell and Whittaker Courtney to their valuable contributions!
Hint for Mac users:
For some reason, macOS Catalina may say that the JWildfire.app is “corrupted”. Workaround: you can download the Windows/Linux-distribution and unzip it. Go into the lib-subfolder and launch the j-wildfire.jar. (When you do not know how to do this, search Google for “macos launch jar”). Good luck! (I will try to fix this as soon as I find the time.)
Complete list of changes:
– dramatic improvement of responsiveness to changes in the UI (sliders, number fields, …)
– faster Undo and Randomizers as well
– more “fluid” preview
– automatic creation and updating of keyframes when changing flame-parameters at different frame-numbers, creating
of flame-animations has never been easier
– there are the following functions in the UI to deal with keyframes:
– jump to previous keyframe (takes all keyframes of all motions curves into account and jumps to the closest keyframe)
– jump to next keyframe (same as before, but in the opposite direction)
– delete current keyframe (affects all motion curves which contain a corresponding keyframe)
– duplicate current keyframe (affects all motion curves which contain a corresponding keyframe)
– reset all motion curves/remove all keyframes
– you may now create mp4-files directly from within JWildfire (without using any other tools). This feature is available
in the following places:
– main-editor (just use the “Render image/movie”-button as usual, but choose the extension “.mp4” as output.
In the file-dialog you may select “Supported movie files” in order to display only *.mp4-files.)
– Easy-Movie-Maker (new “MP4”-output-type)
– Batch renderer (after adding a file you need to set the value “Render animation” to 1 for each file you want to render as animation)
so you can render small animations very quickly and without involving any other software
– new option “tina.keep_temp_mp4_frames” in the Preferences to specify if you want to keep the individual frames (and must delete them manually)
– easy revert-to-default-feature for most parameters: just double-click at the label in front of an field to revert the
current-value to the default value. To see if a field supprots this feature, just hover with the mouse of the label.
When the cursor turn into a hand-symbol, the field supports the feature. This function also respects motion-curves and can be undone.
– new “RunRandomScript”-random-flame-generator which executes randomly selected scripts from your script-library to generate random flames.
This makes the scripting-feature more visible to users who not already know much about it, and also creates a lot of beautiful new flames.
The random generator also adds symmetry and weight-fields, accordingly to your selection, on top of the script-generated flames,
but preserves the script-generated-colors (when any).
You can use the options tinaRandGenRunRandomScriptIncludedScripts and tinaRandGenRunRandomScriptExcludedScripts in the Preferences to
include or exclude specific scripts (or both).
– new dark “JWildfire”-theme (based on Nimbus) which is now the default
– support for Intel’s OIDN denoiser as a powerful tool to cut down render times and improve image quality (works simular to NVidia’s OptiX,
but does not requiere a GPU from NVidia)
Please consult the comprehensive documentation inside the software (“Help -> Supported AI-Post-Denoiser -> Intel’s OIDN Denoiser”) for more information.
– new function (at the “Anti-Aliasing / Filter”-tab) to apply an AI-Post-Denoiser to a single image (e. g. a previously rendered fractal).
When using this function, the currently active AI-Post-Denoiser-settings are applied.
– moved the old webspace to a secured site:
– https://jwildfire.overwhale.com is the JWildfire site
– https://jwildfire-forum.overwhale.com is the JWildfire-forum
– (https://mb3d.overwhale.com is the Mandelbulb3D site)
– (https://flamelet.overwhale.com is the Flamelet site)
– https://overwhale.com is my main site
– made it more visible, when a motion curve/key-frame is associated with a certain flame-parameter
– Batch-rendering now also supports AI-Post-Denoiser together with GPU-rendering (FACLRender)
– GPU-rendering in the GPU-render-window also respects the AI-Post-Denoiser from the imported flame
– added a new option to turn the denoiser off in order to be able to see the raw result from the GPU renderer
– changed some default settings in regard to flame-animations
– numeric fields now also react to inputs of the mousewheel
– added function to reset all motion curves
– re-implemented animation-playback in the main editor
– new settings in the Preferences for animation preview in the main editor: tinaRenderAnimPreviewQuality (render quality) and tinaRenderAnimPreviewSize (size of preview)
– new setting in the Preferences for default state of the animation-controls in the main editor: tinaDefaultAnimationControlsEnabled (per default: true)
– renamed the “Misc”-tab into “Randomize”, moved the “Randomize weighting-fields”-button to this tab, added also a hint-panel
– added motion curves for the following flame-parameters: balancingRed/Green/Blue, lowDensityBrightness and foregroundOpacity
– added new property “tinaDefaultFrameCount” to the Preferences, here you can change the default number of frames for a flame-animation,
created in the main editor
– the Quilt-Renderer does ignore the setting of the AI-Post-Denoiser (e.g. OptiX). The current way to denoise such images is to manually denoise the final image
– new variations:
-glitchy1 by Brad Stefanov, Rick Sidwell, dark-beam and bezo97
-pixel_flow by bezo97
-dc_warping by Jesus Sosa
-post_log_tile2 by Whittaker Courtney
– 20 new variations “SDF” for 3D blur objects, by Jesus Sosa
– added a mode parameter to the elliptic variation to enable compatibility with the apo plugin; see http://jwildfire.org/forum/viewtopic.php?f=22&t=2681
Also added a higher accuracy mode as described by Claude Heiland-Allen.
All three modes will look the same for most flames, but the differences are important in some specialized cases, by Rick Sidwell
– add polarplot variations to solid random flame generator, by Rick Sidwell
– fixed a bug in blur_zoom, by Rick Sidwell
– fix shift_z in sphere_nja, by Rick Sidwell
– fixed a bug in onion2, by Brad Stefanov
– fixes to package js.colordomain & more params to new variation vortex, fixes to package js.colordomain, more params to new variation vortex, by Jesus Sosa
– removed the (barely understood) “Mirror translations”-button at the Affine-transforms-tab
– fixed a bug preventing changing parameters “Blur fade” and “Blur falloff” on the “DOF/Bokeh -> Post blur” -tab
– fixed a bug regarding calculating the wrong pixels-per-unit-setting when importing a flame from the thumbnail-ribbon
– fixed bug that the Quilt Renderer did not delete the temporary segments after merging thme into the final images
– fixed a bug causing the GPU-renderer called twice the same time when changing resolution- or quality-profile in the GPU-renderer-window
Just click the “Random flames” button to start playing around and have fun 🙂