• Category Archives JWildfire releases
  • JWildfire 2.23 release

    Just released JWildfire V2.23. This time there are some additions to the MutaGen, new variations by Xyrus02 and some more small improvements. Enjoy!

    Complete list of changes:

    • MutaGen: three user-defined meta-mutation-types which can be customized in the Prefs (i. e., you may specify which mutations should be applied)
    • MutaGen: new options in the Prefs to specify the four initial mutation-types to be used
    • new “dc_triangle”-variation by Xyrus02
    • new “dc_bubble”-variation by Xyrus02
    • new “dc_carpet”-variation by Xyrus02
    • new “dc_linear”-variation by Xyrus02
    • new “curl_sp”-variation by Xyrus02
    • improved the “Sierpinsky”-random-flame-generator
    • improved the “Julian Disc”-random-flame-generator
    • added a SPACE-hotkey to toggle rendering of detached preview on/off
    • fixed a problem regarding the closing of the detached preview-window where the application still consumed a lot of CPU-power
    • some small optimizations

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


  • Saying thanks to the community: JWF2.22 XMAS-EDITION release

    Hello all, to celebrate the end of 2014 and saying thanks to the community for their support I have a special gift for you: the JWildfire V2.22 XMAS-EDITION! 🙂

    It has been a while since the previous release, so there are some really new major new features, probably some of them will need some tutorials relaesed to be really enjoyable, but I hope, you will like them anyway:

    • ability to use images as 2D-gradient for awesome “natural” looking fractals
    • the invention of iflames and first implementation as variation “iflames_wf”
    • easy 3D-flames by supporting affine-transform in 3D in the editor
    • use any fractal as bokeh-shape
    • bokeh-random-flame-generator

    Complete list of changes:

    • ability to use images as 2D-gradient fore awesome “natural” looking fractals
    • experimental simple way to create 3d-flames by just specifying 3 affine transforms in 3 planes, needs nearly no change in the editor, but can be very powerful
    • first implementation of iflames in form the “iflames_wf”-variation (please stay tuned for a tutorial)
    • new button to switch on/off progressive preview in the interactive renderer
    • new Bokeh-shapes:
      • CannabisCurve
      • Cloverleaf
      • Flower
      • Perlin Noise
      • SubFlame (use ANY fractal as shape, even SVG-shapes. Save the flame as “_dof_<number>.flame” into your flame folder, where number is a zero padded nummber starting from 1, e.g. “0001”, “0002”, …. Choose this flame by specifying the “flame”-param of the DOF-Shape)
      • Taurus
    • new “Bokeh”-random-flame-generator
    • new “Duality”-random-flame-generator
    • some options in the Preferences to customize the “Duality”-random-flame-generator
    • new “vogel”-variation by Victor Ganora
    • Gradients:
      • new button to randomly select a gradient from the currently selected folder
      • new button to randomize color shift on the gradient tab
      • new button to randomize color speed on the gradient tab
    •  new “Affine3D”-mutation for the MutaGen
    •  new “Bokeh”-mutation for the MutaGen
    • many optimizations, especially made the renderer more smooth, i. e. reduced the amount of thread collisions
    • fixed the “rings2”-variation, was buggy from the first time
    • “new dof” is off per default (as is was off in any other version)
    • removed the experimental “responsiveness” setting
    • removed the “cross2”-variation (which works exactly like the “cross”-variation), some small fixes

    Enjoy, and I wish you some nice holidays! 🙂


  • JWildfireMini 1.6 for Android is available

    “Fractals everywhere, any time” – the 2nd generation of the JWildfire app for Android mobile devices

    Welcome to the new version of JWildfireMini which comes with some really exciting new features:

    • significantly increased rendering speed
    • significantly increased stability
    • rendering of images directly to the image-gallery, support for different render-sizes
    • random-flame-generator for endless fun
    • storing of all files to the accessible storage of the device (you may access them with a file-explorer)
    • allowing to copy flames from other sources, e.g. Apophysis-flames, into the flame-library
    • 40 new stunning example flames
    • 14 new images for the flame-gallery
    • caching of preview-images of the flame-library, display of flame-thumbnails in the flame-list
    • updated the renderer to version 2.1 (from the desktop application), e. g. the MutaGen could come with some nice Bokeh-effects

    Complete list of changes (please read carefully):

    V1.6 (released):
    – the interactive-renderer keeps the display active to avoid abort of rendering
    – new option to rescue flames from the internal flame-library of JWildfire 1.1 (probably does only work when installed as update from the PlayStore)

    V1.5:
    – added a new “Notes”-button at the main window to display some useful notes about flame fractals and the app
    – ability to use more memory on Android4.x (in order to render images at higher resolution)
    – added the ability to accept any flame-files (e. g. also from Apophysis) in the flame-library (by just copying them into the “flames”-folder)

    V1.4:
    – improved the speed of the random-flame-generator
    – display flame-thumbnails in the flame-library
    – 40 new stunning example-flames
    – 14 new images for the flame-gallery
    – removed the help-messages which were displayed automatically in the MutaGen, added a Help-button

    V1.3:
    – the realtime-preview in the interative-renderer now respects the aspect-ratio of the image
    – flame-files were saved at the same-place as images files (and are able to survive any further updates)
    – made the code to access the storage-device more robust
    – added some resolution-presets

    V1.2:
    – significant increase of rendering speed (about 100%)
    – random-flame-generator in the Interactive renderer for endless fun (the generated random flames may be stored to the flame-library to be mutated or rendered later)
    – updated the renderer to the current version (2.1) of the main application (e.g. more variations, render bokeh effects and 3d-flames)
    – using the aceesible storage of the device for storing image data
    – removed the “Share image”-function which caused the program to terminate (as reported from many users) on many devices
    – new “Save image”-function which stores the currently rendered image on the storage and adds it to the image Gallery
    – support for rendering in different resolutions
    – “Bokeh” and “Affine3D”-mutation in the MutaGen3x3 and MutaGen5x5
    – cache for preview-images (stored onto the external SD-folder) for faster display after the first access

    ———————————————————-
    V1.1 (released):
    – some performance-optimizations in the interactive renderer
    – slightly reduced the image-size in the interactive renderer
    – minor performance-optimizations in the renderer
    – fixed a nasty bug regarding the expiration-date of the app
    ———————————————————-
    V1.0 (released):
    – initial release

    Download the FREE version directly from this site (as signed APK):

    Or just visit the offical Play Store:


  • Proudly released JWildfire V2.00

    Hello all, just in time I’m proud to present JWildfire V2.00!  Huge thanks to my family, giving me always enough energy (it sometimes consumes a lot), and also to the JWildfire-community. Special thanks to the beta-testing team, you made a really good job!

    PLEASE READ THE RELEASE NOTES 😉

    Major new features since V1.90:

    • new detached preview-window (similar to an “external interactive renderer”) which can be have any size and can be placed on a second monitor.
    • ability to use/create motion-curves made from mp3-audio, it has never been easier to create a sound-sync motion of a flame-fractal!
    • You can now create your own buttons to execute your own scripts in the editor!
    • HDR-export has been reworked and also supports background-colors now
    • Easy-to-use and powerful bokeh-like effects
    • support for actually hiding samples, especiall useful for cropping which really crops instead of setting points at a random position or zero
    • many new “reset”-buttons at several tabs to go back to defaults
    • Xaos-tab in Apo-Style, with additional display of captions/variations

    Complete list of changes:

    • Bokeh:
      • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects. The following styles (with many options) are supported:
        • Bubble
        • Rect
        • Sineblur (using the Sineblur-variation by Zyorg)
        • Starblur (using the STarblur-variation by Zyorg)
        • NBlur (using the NBlur-variation by FractalDesire)
        • Heart
      • button for simply-generation of bokeh-like effects in the main editor – it’s pure fun!
    • Detached preview:
      • created a small detached preview is showing the currently edited flame in constantly increasing quality
      • can be paused by double-clicking, freely resized, and be freely put on any monitor
    • Script-Buttons:
      • you can now create your own buttons to execute your own scripts in the editor!  I. E., you have in the script-tab the possibility to add a persistent
        button to the user-interface to execute a certain script. You may, of course, cutomize it. Just select script and hit the “Add macro button”-button to add a new button to the user-interace which executes this script. You can have as many buttons as you want! You can switch between vertical and horizontal (default) in the Prefs.
      • added 5 default macro-buttons (which also may be customized or removed)
    • New flame-generators, gradient-generators and variations:
      • new “Xenomomorph”-random-flame-generator
      • new “Black&White”-random-flame-generator inspired by the “B&W converter”-script by Brad Stefanov and Mick Hogan
      • new “Stripes”-random-gradient-generator
      • new “dinis_surface”-variation
      • new “pre_rect”-variation
      • new “power_block”-variation by cothe and dark-beam
      • new “exblur”-variation by zephyrtronium and dark-beam
      • new “target_sp”-variation by dark-beam
      • new “yin_yang”-variation by dark-beam
      • new “devil_warp”-variation by dark-beam
      • new “polylogarithm”-variation by dark-beam
      • new “bsplit”-variation by Raykoid666 and Nic Anderson
      • new “whitney_umbrella”-variation by Don Town
      • new “ennepers2”-variation by dark-beam
      • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • Editor:
      • the optional grid and display of affine transforms should be correct aligned to the center now
      • the fading-slider of the realtime-preview now got a hint and actually can fade the preview to black (thanks to Martin Flink)
      • experimental channel-mixer which applies upto 9 color-curves to the raw colors (before applying the gamma-correction)
        • brightness
        • rgb (one curve for each color component)
        • full (three curves for each color component)
      • new property “Fade to White” at the color-tab
      • two new columns showing the variations/caption in the xaos-view
      • many new “reset”-buttons at several tabs to go back to defaults
      • display the layer number in layer-preview
      • new option to draw guides (center point, rule of thirds and the golden ratio) as known from Apo in the editor. You may control the colors and line-widths by changing the properties tinaEditorGuidesCenterPointColor, tinaEditorGuidesRuleOfThirdsColor, tinaEditorGuidesGoldenRatioColor and tinaEditorGuidesLineWidth in the Preferences-window
      • the “Xaos”-tab now features the “from”- and “to”-views as known from Apo
    • Motion-curves:
      • added more clear indicators to show if a motion curve is present or not
      • ability to use/create motion-curves made from mp3-audio, it has never been easier to create a sound-sync motion of a flame-fractal!
      • ability to transform (shift, scale) motion-curves in the motion-curve-dialog
      • increased the preview quality in the motion-curve-dialog (may be slower, but makes sense to see more detail here)
      • improved the behaviour of “view-all”-function in the motion-curve-dialog
      • added support for animating the shift-paremeter of gradients by using motion-curves
      • added support for animating weight, color, color-speed and opacity of transforms by using motion-curves
    • Batch-Renderer:
      • options to specify custom (individual) sizes or quality-levels in the batch-renderer
      • option to override (re-render) images in the Batch-renderer
      • ability to display also rendered images in the batch-renderer
    • Other changes
      • 30 new images for the launcher
      • reworked the whole HDR-export again, background-color is supported now
      • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
      • retain selected layer after “Undo”/”Redo”
      • smoother transition between DoF and non-DoF-areas
      • support for actually hiding samples, especiall useful for cropping which really crops instead of setting points at a random position or zero
      • changed the “*crop”, “*circlecrop” and “fract*”-variations to use the new mechanism to hide samples (should remove an “annoying vertical line” in some cases)
      • added a new experimental option to make the program (and the OS) more responsible while rendering. This is enabled by default. Change the property “tinaResponsiveness” in the Prefs-window to tune the behaviour
      • the launcher now shows an error message (different from the technical java-error) when it detects a 32bit java and a memory usage below 1 GB
      • several small optimizations to the renderer
      • optimized the refresh of the display of the interactive renderer (disable property tinaOptimizedRenderingIR in the Prefs if this makes problems on slow machines)
      • experimental support for an additional alpha channel which can be modified by variations
      • added a new method tho the scripting-interface which creates a new random flame when there is currently no flame in the editor. This simplifies the script-initializing code
      • some experimental OpenCl-code, the option to use it is hidden in the launcher (double-click to center-image to make it visible)
      • fixed a bug in the renderer causing a bright spot at (0,0) sometimes
      • fixed a bug regarding the update of the frame slider in the main editor. Fixed a bug regarding the length of the gradient-guide on the transformation-color-tab
      • tried to make the Interactive Renderer behave more “smooth”
      • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
      • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
      • fixed dark background in the help-section

    Now enjoy! 🙂


  • JWildfire V2.00 BETA 3 release

    We are almost there! Just released JWildfire V2.00 BETA 3 which comes with many new stuff, among them two outstanding features: a new button in the editor to add randomized bokeh-like effects (it’s really great fun, just play with it) and the ability to create motion curves from mp3-files, the creating sound-synced flame-fractal-movies was never such easy!

    PLEASE NOTE THAT THIS IS STILL WORK IN PROGRESS, AND PLEASE READ THE RELEASE NOTES.

    Complete list of changes so far:

    • BETA 3:
    • button for simply-generation of bokeh-like effects in the main editor – it’s pure fun!
    • new “Rect”-bokeh-style
    • ability to use/create motion-curves made from mp3-audio, it has never been easier to create a sound-sync motion of a flame-fractal!
    • ability to transform (shift, scale) motion-curves in the motion-curve-dialog
    • improved the behaviour of “view-all”-function in the motion-curve-dialog
    • increased the preview quality in the motion-curve-dialog (may be slower, but makes sense to see more detail here)
    • options to specify custom (individual) sizes or quality-levels in the batch-renderer
    • option to override (re-render) images in the Batch-renderer
    • ability to display also rendered images in the batch-renderer
    • BETA 2:
    • some experimental OpenCl-code which can cause faster rendering on some devices (use the new checkbox in the launcher to turn it on or off, per default it is off)
    • experimental channel mixer which allows to adjust raw fractal colors using several modes:
      • gamma
      • rgb (one curve for each color component)
      • full (three curves for each color component)
    • new “NBlur”-bokeh style
    • optimized the refresh of the display of the interactive renderer (disable property tinaOptimizedRenderingIR in the Prefs if this makes problems on slow machines)
    • several small optimizations to the renderer
    • the launcher now shows an error message (different from the technical java-error) when it detects a 32bit java and a memory usage below 1 GB
    • BETA 1:
    • please DO NOT USE, all new features are announced under BETA 2
    • ALPHA 3:
    • retain selected layer after “Undo”/”Redo”
    • smoother transition between DoF and non-DoF-areas
    • new “Stripes”-random-gradient-generator
    • renamed the misspelled “Responsibility”-property into “Responsiveness”
    • fine-tuned the new “responsiveness”-setting
    • ALPHA 2:
    • new “Black&White”-random-flame-generator inspired by the “B&W converter”-script by Brad Stefanov and Mick Hogan
    • changed the “*crop”, “*circlecrop” and “fract*”-variations to use the new mechanism to hide samples (should remove an “annoying vertical line” in some cases)
    • support for actually hiding pixels which can be used from within variations to control visibility, especiall useful for cropping which really crops instead of setting points at a random position or zero
    • added a new experimental option to make the program (and the OS) more responsible while rendering. This is enabled by default. Change the property “tinaResponsibility” in the Prefs-window to tune the behaviour
    • internally reworked the strategy of the refresh of the display of the interactive renderer
    • added new scripts “Add Random Final FX by MH and MO”, “Textured_Cylinders_Rev01_by_MH” and “Crackle_Styles_Chooser_Rev01_by_MH”, all created  by Mick Hogan, as Standard-Scripts
    • added new scripts “LoonieSplits DT”, “Buckballs by DT” and “M&M Flower DT”, all created  by Don Town as Standard-Scripts
    • experimental support for an additional alpha channel which can be modified by variations
    • new “dinis_surface”-variation
    • new “pre_rect”-variation
    • ALPHA 1:
    • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
    • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects
    • tried to make the Interactive Renderer behave more “smooth”
    • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
    • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
    • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • fixed dark background in the help-section

    Note: please do not use the new “Channel Mixers”-tab yet 😉

    Enjoy! 🙂


  • JWildfire V2.00 BETA 2 release

    Just released JWildfire V2.00 BETA 2 which fixes some serious problems of BETA 1. Sorry for that, but I was in a hurry, as it is my birthday 😉 Enjoy this improved version, it comes with some experimental OpenCL-code and contains the first working version of the channel-mixer.

    PLEASE NOTE THAT THIS IS STILL WORK IN PROGRESS, AND PLEASE READ THE RELEASE NOTES.

    Complete list of changes so far:

    • BETA 2:
    • some experimental OpenCl-code which can cause faster rendering on some devices (use the new checkbox in the launcher to turn it on or off, per default it is off)
    • experimental channel mixer which allows to adjust raw fractal colors using several modes:
      • gamma
      • rgb (one curve for each color component)
      • full (three curves for each color component)
    • new “NBlur”-bokeh style
    • optimized the refresh of the display of the interactive renderer (disable property tinaOptimizedRenderingIR in the Prefs if this makes problems on slow machines)
    • several small optimizations to the renderer
    • the launcher now shows an error message (different from the technical java-error) when it detects a 32bit java and a memory usage below 1 GB
    • BETA 1:
    • please DO NOT USE, all new features are announced under BETA 2
    • ALPHA 3:
    • retain selected layer after “Undo”/”Redo”
    • smoother transition between DoF and non-DoF-areas
    • new “Stripes”-random-gradient-generator
    • renamed the misspelled “Responsibility”-property into “Responsiveness”
    • fine-tuned the new “responsiveness”-setting
    • ALPHA 2:
    • new “Black&White”-random-flame-generator inspired by the “B&W converter”-script by Brad Stefanov and Mick Hogan
    • changed the “*crop”, “*circlecrop” and “fract*”-variations to use the new mechanism to hide samples (should remove an “annoying vertical line” in some cases)
    • support for actually hiding pixels which can be used from within variations to control visibility, especiall useful for cropping which really crops instead of setting points at a random position or zero
    • added a new experimental option to make the program (and the OS) more responsible while rendering. This is enabled by default. Change the property “tinaResponsibility” in the Prefs-window to tune the behaviour
    • internally reworked the strategy of the refresh of the display of the interactive renderer
    • added new scripts “Add Random Final FX by MH and MO”, “Textured_Cylinders_Rev01_by_MH” and “Crackle_Styles_Chooser_Rev01_by_MH”, all created  by Mick Hogan, as Standard-Scripts
    • added new scripts “LoonieSplits DT”, “Buckballs by DT” and “M&M Flower DT”, all created  by Don Town as Standard-Scripts
    • experimental support for an additional alpha channel which can be modified by variations
    • new “dinis_surface”-variation
    • new “pre_rect”-variation
    • ALPHA 1:
    • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
    • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects
    • tried to make the Interactive Renderer behave more “smooth”
    • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
    • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
    • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • fixed dark background in the help-section

    Note: please do not use the new “Channel Mixers”-tab yet 😉

    Enjoy! 🙂


  • JWildfire V2.00 BETA 1 release

    Just released JWildfire V2.00 BETA 1 which is another milestone. Is comes with some experimental OpenCL-code and contains the first working version of the channel-mixer.

    PLEASE NOTE THAT THIS IS STILL WORK IN PROGRESS, AND PLEASE READ THE RELEASE NOTES.

    Complete list of changes so far:

    • BETA 1:
    • some experimental OpenCl-code which should cause faster rendering (if not, disable tinaUseExperimentalOpenClCode in the Prefs)
    • experimental channel mixer which allows to adjust raw fractal colors using several modes:
      • gamma
      • rgb (one curve for each color component)
      • full (three curves for each color component)
    • new “NBlur”-bokeh style
    • optimized the refresh of the display of the interactive renderer (disable property tinaOptimizedRenderingIR in the Prefs if this makes problems on slow machines)
    • several small optimizations to the renderer
    • ALPHA 3:
    • retain selected layer after “Undo”/”Redo”
    • smoother transition between DoF and non-DoF-areas
    • new “Stripes”-random-gradient-generator
    • renamed the misspelled “Responsibility”-property into “Responsiveness”
    • fine-tuned the new “responsiveness”-setting
    • ALPHA 2:
    • new “Black&White”-random-flame-generator inspired by the “B&W converter”-script by Brad Stefanov and Mick Hogan
    • changed the “*crop”, “*circlecrop” and “fract*”-variations to use the new mechanism to hide samples (should remove an “annoying vertical line” in some cases)
    • support for actually hiding pixels which can be used from within variations to control visibility, especiall useful for cropping which really crops instead of setting points at a random position or zero
    • added a new experimental option to make the program (and the OS) more responsible while rendering. This is enabled by default. Change the property “tinaResponsibility” in the Prefs-window to tune the behaviour
    • internally reworked the strategy of the refresh of the display of the interactive renderer
    • added new scripts “Add Random Final FX by MH and MO”, “Textured_Cylinders_Rev01_by_MH” and “Crackle_Styles_Chooser_Rev01_by_MH”, all created  by Mick Hogan, as Standard-Scripts
    • added new scripts “LoonieSplits DT”, “Buckballs by DT” and “M&M Flower DT”, all created  by Don Town as Standard-Scripts
    • experimental support for an additional alpha channel which can be modified by variations
    • new “dinis_surface”-variation
    • new “pre_rect”-variation
    • ALPHA 1:
    • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
    • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects
    • tried to make the Interactive Renderer behave more “smooth”
    • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
    • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
    • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • fixed dark background in the help-section

    Note: please do not use the new “Channel Mixers”-tab yet 😉

    Enjoy! 🙂


  • JWildfire V2.00 ALPHA 3 release

    Just released JWildfire V2.00 ALPHA 3 which comes with some really nice additions I wanted to publish before having completed the whole thing:

    Complete list of changes so far:

    • ALPHA 3:
    • retain selected layer after “Undo”/”Redo”
    • smoother transition between DoF and non-DoF-areas
    • new “Stripes”-random-gradient-generator
    • renamed the misspelled “Responsibility”-property into “Responsiveness”
    • fine-tuned the new “responsiveness”-setting
    • ALPHA 2:
    • new “Black&White”-random-flame-generator inspired by the “B&W converter”-script by Brad Stefanov and Mick Hogan
    • changed the “*crop”, “*circlecrop” and “fract*”-variations to use the new mechanism to hide samples (should remove an “annoying vertical line” in some cases)
    • support for actually hiding pixels which can be used from within variations to control visibility, especiall useful for cropping which really crops instead of setting points at a random position or zero
    • added a new experimental option to make the program (and the OS) more responsible while rendering. This is enabled by default. Change the property “tinaResponsibility” in the Prefs-window to tune the behaviour
    • internally reworked the strategy of the refresh of the display of the interactive renderer
    • added new scripts “Add Random Final FX by MH and MO”, “Textured_Cylinders_Rev01_by_MH” and “Crackle_Styles_Chooser_Rev01_by_MH”, all created  by Mick Hogan, as Standard-Scripts
    • added new scripts “LoonieSplits DT”, “Buckballs by DT” and “M&M Flower DT”, all created  by Don Town as Standard-Scripts
    • experimental support for an additional alpha channel which can be modified by variations
    • new “dinis_surface”-variation
    • new “pre_rect”-variation
    • ALPHA 1:
    • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
    • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects
    • tried to make the Interactive Renderer behave more “smooth”
    • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
    • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
    • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • fixed dark background in the help-section

    Note: please do not use the new “Channel Mixers”-tab yet 😉

    Enjoy! 🙂


  • JWildfire V2.00 ALPHA 2 release

    Just released JWildfire V2.00 ALPHA 2 which again comes with some really nice additions (major features: better responsibility of the program and the possibility to actually hide samples from within variations which is especially interesting for cropping) I wanted to publish before having completed the whole thing:

    Complete list of changes so far:

    • ALPHA 2:
    • new “Black&White”-random-flame-generator inspired by the “B&W converter”-script by Brad Stefanov and Mick Hogan
    • changed the “*crop”, “*circlecrop” and “fract*”-variations to use the new mechanism to hide samples (should remove an “annoying vertical line” in some cases)
    • support for actually hiding pixels which can be used from within variations to control visibility, especiall useful for cropping which really crops instead of setting points at a random position or zero
    • added a new experimental option to make the program (and the OS) more responsible while rendering. This is enabled by default. Change the property “tinaResponsibility” in the Prefs-window to tune the behaviour
    • internally reworked the strategy of the refresh of the display of the interactive renderer
    • added new scripts “Add Random Final FX by MH and MO”, “Textured_Cylinders_Rev01_by_MH” and “Crackle_Styles_Chooser_Rev01_by_MH”, all created  by Mick Hogan, as Standard-Scripts
    • added new scripts “LoonieSplits DT”, “Buckballs by DT” and “M&M Flower DT”, all created  by Don Town as Standard-Scripts
    • experimental support for an additional alpha channel which can be modified by variations
    • new “dinis_surface”-variation
    • new “pre_rect”-variation
    • ALPHA 1:
    • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
    • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects
    • tried to make the Interactive Renderer behave more “smooth”
    • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
    • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
    • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • fixed dark background in the help-section

    Note: please do not use the new “Channel Mixers”-tab yet 😉

    Enjoy! 🙂


  • JWildfire V2.00 ALPHA 1 release

    Just released JWildfire V2.00 ALPHA 1 which comes with some really nice additions I wanted to publish before having completed the whole thing:

    Complete list of changes so far:

    • created a fix to avoid the default “overexposing” of many flames, i.e. most renders should look darker by default, but should look more smooth
    • created a new “Bokeh”-subtab on the “DOF”-tab. Here you can adjust different options to create awesome “bokeh”-like effects
    • tried to make the Interactive Renderer behave more “smooth”
    • added two new parameters to “fract_*”-variations: “z_fill” to fill the vertical gaps in 3d-mode, “z_logscale” to use log-scale in z-direction (nice for creating 3D-meshes)
    • fixed an unwanted “dot” in the “primitives_wf”-variation, when drawing a pyramid-shape
    • new experimental “xheart_blur”-variation (which bases on “xheart” by Xyrus02)
    • fixed dark background in the help-section

    Note: please do not use the new “Channel Mixers”-tab yet 😉

    Enjoy! 🙂


  • JWildfire V1.90 release: ground-breaking animation features

    Just released JWildfire V1.90 which was on it’s way (under the hood) for quiet  a while. But, finally, today I decided it is enough of development time, and ready for take-off 🙂
    So what is it all about? It was never been so easy to create fractal animations because you may now animate any fractal-property … by just drawing a curve with your mouse.  Imagine a rotation angle fixed to 30 degrees. Now you can not only set this fixed value to the rotation angle, you may also draw a curve, for example  a line with just two points.
    First point at frame 1 with a value of 30 degreess, and a second point at frame 200 with 300 degrees. You just defined a rotation! But, of course, you may animate ANY property this way, and have visual feedback to control the shape of you curve. As an additional feature, you may even add motion-blur effects!

    Complete list of changes:

    • Motion-Curves in the Main-Editor:
      • after a long period of development I finally decided to enable the motion-curve-editor in the main editor! This means you can define
        a motion curve (drawn with you mouse) for each flame-property to create awesome animations, using the most easy-to-use interface possible.
        You may even add controlled motion-blur!
        Or you can use this feature to modify different properties at the same time to find “interesting spots”. The possibilities are endless 🙂
        You will see a new large button to enable/disable this new features. I. E. if you dont care about animations, you will notice no change,
        unless you press this button 🙂
        A video-tutorial on all this stuff will come later…
      • preview-playback-function for the global motioncurve-editing-mode
      • automatically save the flame rendered in the interactive renderer as “jwf_ir_current.flame” (like an auto quicksave). So, in case of a rare crash you will always keep you latest flame in the IR.
    • Mesh-Generator:
      • new Option to skip slices in the mesh-generating-process
      • added some image-pre-filtering-options to modify (smooth) the generated slices
      • some experimental option to thicken details, may get obsolete by using the pre-filters (requires more testing, any feedback is welcome)
      • Created an official JWildfire-shop at shapeways: https://www.shapeways.com/shops/jwildfire (It is not about making money, just to show what
        the mesh-generator can do. But you can also buy this stuff, of course, I have tried to make the prices as fair as possible)
    • Other changes:
      • improved the speed and “smoothness” of the interactive renderer
      • extended the “mandelbrot”-variation by three params: “seed” (allowing fixed random shapes which may be better animated), “max_points” (to specify the number of fixed major points which build the shape, good if you plan to increase the surface by using a blur-variation) and “rnd_z_range” (specify a range at the z-direction where the major points get distributed, can lead to much more interesting models)
      • added new shape TRIANGLE and PYRAMID to “primitives_wf”-variation (right, it is now easy to build the pyramids :D)
      • fixed the encoding of the start_mac.command file, thanks again to Matthew Townsend
      • new “sph3D”-variation by Xyrus02
      • added the methode getCurrLayer() to the script-runner-interface
      • some additions to the FAQ-section

    Enjoy! 🙂


  • JWildfire V1.80 release: opening new worlds

    Just released JWildfire V1.80 which is .. again … a striking new version. It features a completely new module designed to generate 3D-models from your fractals in an easy way.
    You can use those models in any available  3d-package to create “real” 3d-images with refraction-effects, shadows and whatever you want. You can even animate them. Or you could create solid objects to put onto your (real! :-)) desktop, or create some extremely cool gift for your girlfriend, by using a 3d-printing-service!

    But, please note, that this is a complete new (and independent) module, which will not “impact” the classical flame-fractal-generating in any way. So, if you feel, you will not need this new feature, this is absolutely ok 🙂 There are still new worlds to enter with this new version: First, there are some new variations by dark-beam, second, there are significant changes to the random-color-generator, creating now much more interesting results, third: the custom_wf-variations react much more friendly on errors now. Will make it much more fun to try out new formulas and stuff 🙂

    Complete list of changes:

    • new module to generate meshes from 3d-flame-fractals! The module consists of three parts:
      • a volumetric renderer
      • a mesh generator which uses the marching-cubes-algorithm to generate a mesh from a stack of rendered images
      • a previewer which can either create a quick-preview by some internal renderer or a high quality-preview by using the integrated sunflow-renderer
      • In comparison to some other solutions the module has the following strengths:
        • it works multi-threaded and has decent speed
        • it creates not only vertices, but also vertex normals
        • it is able to process really huge meshes, if you have enough memory
        • the mesh-generator supports additional smoothing and can process any image-stack in the formats supported by JWildfire. So probably you could also convert Mandelbulb3D Voxelstack by using this modeule (I have not tried it, so any feedback is welcome)
        • it is extensible and open source
      • a tutorial-document describing how to use the new module, including an example, is provided in the new help-section (Users of the V1.80 ALPHA: Please note that both the program and the document have changed in several significant ways)
    • restructured the Help/About-section, updated some informations, added an Aphophysis-users-hints-page
    • improved the “Strong hue”-random-color-generator to produce more interesting results
    • black-border-fix for the “bwrands”-variation by dark-beam
    • new “log_db”-variation by dark-beam
    • new “asteria”-variation by dark-beam
    • new “ztwister”-variation by dark-beam
    • made the “custom_wf”-variations more robust to errors. If an error occurs during regular calculation (e.g. after loading a flame with errors in the java-code) the variation does nothing. If you edit the code, you cant save it until you fixed the error
    • improved start-script for Macs by Matthew Townsend
    • new fluent-API to create sunflow-scenes (only interesting for developers)

    Enjoy! 🙂


  • JWildfire V1.70 release: introducing local color-changing effects

    Just released JWildfire V1.70 which is another major update. It comes both with many new exciting variations and some real innovations, again! 🙂
    I have enhanced the Flame Fractal Algorithm by local modifiations of gamma, contrast and saturation on a transform-basis. Those new sliders work similiar to the color values (“color” and “color-speed”), but they control changes in applied color values, rather than specifying color values themselfs.
    This makes it much more easy to create flame fractals with more depth, without the need of endless fiddling with the gradient 🙂
    Of course, having 6 new sliders at each transform may be much overwhelming. To make it easier to get used to this new controls there are fucntions to randomize/rest the local color-changing settings, both on a transform and fractal-basis. Additionally, there is a new mutation-type “Local gamma” for the MutaGen-module to play around (does modify all values, not only gamma, but was a crisp name :-)).

    Complete list of changes:

    • new tab for local modification of gamma, contrast and saturation on a transform-basis. Those work similiar to the color values (“color” and “color-speed”), but they control changes in applied color values, rather than specifying color values themselfs. This is a true new addition to the Flame Fractal Algorithm itself, and makes it much more easy to create flame fractals with more depth, without the need of endless fiddling with the gradient 🙂
    • new buttoms for randomization and reset of local color effects
    • new mutation-type “Local gamma” allowing local-gamma-modifications in the MutaGen-module
    • new “oscilloscope2”, “scrambly” and “scry2”-variations by dark-beam
    • new “circlize2”, “squarize” and “squish” – variations by Michael Faber
    • new “splits3D”-variation by TyrantWave
    • new “sphere_nja”-variation by Nic Anderson
    • new “tancos”, “rippled”, “funnel”, “roundspher”, “spiralwing”, “rays1”, “rays2” and “rays3”, “ennepers”, “petal” and “squirrel”-variations by Raykoid666
    • improved “cross”-random-flame-generator, also uses the new “rays”-variations
    • made the “custom_wf”-variation more robust against compile/syntax errors

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