{"id":5535,"date":"2020-02-29T00:22:22","date_gmt":"2020-02-28T23:22:22","guid":{"rendered":"http:\/\/www.andreas-maschke.com\/?p=5535"},"modified":"2020-02-29T00:22:24","modified_gmt":"2020-02-28T23:22:24","slug":"mb3d1-99-32-release-with-new-zbuf16bit-module","status":"publish","type":"post","link":"https:\/\/blog.overwhale.com\/?p=5535","title":{"rendered":"MB3D1.99.32 release with new ZBuf16Bit-module"},"content":{"rendered":"\n<p>Just\u00a0released\u00a0<a rel=\"noreferrer noopener\" href=\"http:\/\/www.andreas-maschke.com\/?page_id=5049\" target=\"_blank\">MB3D 1.99.32<\/a>.  This version comes with a new module called &#8220;ZBuf16Bit&#8221; which allows you to create high-quality  depth-maps\/z-buffers.<\/p>\n\n\n\nngg_shortcode_0_placeholder\n\n\n\n<p>Those maps can be used in MB3D itself, of course &#8211; but are also suited to create very interesting effects in other 3D-packages like Octane Render (e.g. as displacement maps).<\/p>\n\n\n\n<p>Some hints:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>first render your fractal, then hit the &#8220;Refresh&#8221;-button in the ZBuf16Bit-window to display a preview of the<br>\ndepth-maps<\/li><li>press the &#8220;guess params&#8221;-button if you see nothing or the image is off<\/li><li>the preview is only 8Bit, while the heightmap internally is computed using 16Bit<\/li><li>adjust the depth-map using the &#8220;Z offset&#8221;, &#8220;Z scale&#8221; and &#8220;Invert ZBuffer&#8221; controls<\/li><li>antialiasing (by changing the view-resolution) of the 16Bit depth-maps is supported<\/li><li>technical note: because the Delphi-PNG&#8217;component is (very) buggy, it does not support 16bit images. <br>\nSo saving of depth-maps uses a workaround to get out a 16bit image:\n<ul><li>Mandelbulb3D.exe does only write a PGM-file (which is a valid 16Bit gray image, but is only supported <br>\nby a few programs)<\/li><li>a java-based PGM-to-PNG-converter is invoked under the hood. <br>\nSo, you will need a valid java installation to get out a 16Bit PNG-image. <br>\nBut, it is not mandatory, you can also convert the PGM-images manually, e.g. using an online-converter.<br>\n(The converter is inside the file PNG16Util-1.0-SNAPSHOT.jar, and is not some dubious 3rd-party-library, <br>\nbut written by myself, so you can also see the sourcecode at GitHub.)<\/li><\/ul><\/li><\/ul>\n\n\n\n<p>See the file CHANGES.txt for a list of changes. <\/p>\n\n\n\n<p>Have fun!<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Just\u00a0released\u00a0MB3D 1.99.32. This version comes with a new module called &#8220;ZBuf16Bit&#8221; which allows you to create high-quality depth-maps\/z-buffers. Those maps can be used in MB3D itself, of course &#8211; but are also suited to create very interesting effects in other 3D-packages like Octane Render (e.g. as displacement maps). Some hints: first render your fractal, then hit the &#8220;Refresh&#8221;-button in the ZBuf16Bit-window to display a preview of the depth-maps press the &#8220;guess params&#8221;-button if you see nothing or the image is off the preview is only 8Bit, while the heightmap internally is computed using 16Bit adjust the depth-map using the &#8220;Z offset&#8221;, &#8220;Z scale&#8221; and &#8220;Invert ZBuffer&#8221; controls antialiasing (by changing the view-resolution) of the 16Bit depth-maps is supported technical note: because the Delphi-PNG&#8217;component is (very) buggy, it does not support 16bit images. So saving of depth-maps uses a workaround to get out a 16bit image: Mandelbulb3D.exe does only write a PGM-file (which is a valid 16Bit gray image, but is only supported by a few programs) a java-based PGM-to-PNG-converter is invoked under the hood. So, you will need a valid java installation to get out a 16Bit PNG-image. But, it is not mandatory, you can also convert the PGM-images manually, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"ngg_post_thumbnail":0,"footnotes":""},"categories":[4],"tags":[55],"class_list":["post-5535","post","type-post","status-publish","format-standard","hentry","category-jwildfire","tag-mb3d-release"],"_links":{"self":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts\/5535","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5535"}],"version-history":[{"count":1,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts\/5535\/revisions"}],"predecessor-version":[{"id":5536,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=\/wp\/v2\/posts\/5535\/revisions\/5536"}],"wp:attachment":[{"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5535"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=5535"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.overwhale.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=5535"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}