In this article I’ll show a way to complete a 3D fractal scene starting from a previous tutorial:
I will go over how to add a formula and set up lighting for a render scene.
The previous tutorial shows how to get bulb halls with amazing IFS with low iterations, but the information is incomplete, as it wasn't my goal to cover it.
There are few steps to complete it. You can have the starting parameters here: sta.sh/01cx9jabnwnq
Add TorusIFS on the third formula slot and increase the maximum iterations from 1 to 2 params, like so: sta.sh/018wg4mgfep5
After a bit of exploring I found this:
I adjusted both formulas with mainly Z sliders and scales. I wanted both formulas to be visible in the scene. You can move theses sliders along with scaling in order to overlay them slightly.
Take your time with this until you get the hang of it.
After experimenting for a while I decide to move the scene in order to have a nicer view. I’ll use a low Far Plane and FOVy. I also prefer to use the Neutral Grey preset in the lighting window in MB3D.
I’ll stay with this view and do a slightly bigger render at 640x480 at 0.2 ,0.2, 12 and smooth normals at 2 for a better view. I encourage to render Hard Shadows at first before getting into coloring.
I will use only the first light. I also slightly change the color of it to R230 G220 B199, and reduce intensity to 7.1e-1 (one click down). I also change the Spec to 64.
I also set up a brighter specular color scheme.
I move to the ambient tab and select the same colors for both color fields. It will help us to avoid this ugly banding when you put the depth coloring out. Use a neutral grey e.g.
Also right-click on the first Amb field to obtain the same colors as the depth fields. Later, darken the first color field again to avoid making it overly bright.
I’ll use the diffuse map nr.1 from MB3D here by checking the little mark ‘Use a map for diffuse color’.
Adjust the sliders until you have something nice with 2 differentiated colors.
You can use the direction keys of the keyboard to have more precision if you'd like.
Move the Diffuse Shadow slider more to the left to have stronger shadow contrasts, and increase the Ambient slider to the right.
If the amount of the depth is not very visible, you must go back to the 3dnavi and reduce Far plane and render again! Adjust it until you're satisfied with the amount of fog it shows. 3Dnavi tends to be buggy here, be careful!
Now go to the Post Process window and change the ambient to DEAO 33 in order to have a more ‘natural’ look.
Add some reflections with the depth set at 1 and see the outcome.
If you find it too overbright, reduce Amount to 0.5 or so to reduce intensity.
Now, add a single focus point for the Depth of Field (DOF). I’ll add it just in front of the big bulb, behind the small one as shown in the image up by the right dot.
By having a small FOVy we don’t need high values. Just default 0.02 is ok. Increase value if you want more blur.
Now the scene is almost complete.
I’ll render it at a bigger size (3840x2880), or later saving a 1:1 view copy in .png and a 1:2 view (half size) for anti-aliasing.
Recommended final quality settings: Raystep multiplier 0.1/ Stepwidth Limiter 0.1/ Stepcount 12 and Smooth normals 6
A little postwork of your saved image may help to give it a better look. Use some automatic Levels, or just some Brightness/Contrast in your preferred image editor!
I hope this has helped you understand how to work with more dIFS formulas and to get a easy working process through Mandelbulb3D.
Thanks for reading!