@Expectation247 I think that for most of these processes, that your RAM would be most important.
I'm on Windows 7, 64-bit with 4 GB Ram and an AMD 6 core 1090T CPU at 3.2 Ghz. I've found I can generally render a stack at about 1200 pixels and still have a bit of room to spare on most shapes. on a 32 bit system you'd be a bit more limited because of the 32 bit RAM limits.
Probably best to start with something like a 900 pixel stack, then try a little higher each time until you max out.
@kitchendon Hi thanks that's an excellent PC i was secretly wishful that i had a faster one. meshlab crashes on models higher than 130mb, although i had the most amount of fun with the voxel renderer, getting giant pictures of maze type structures and using 5-6 slices in Fiji to have very interesting mazes. To import in unity3d it's best to load and save it through blender first, meshlab .obj files arent compatible with it. only taks now is how to make unity interpret high res maze blueprints:)
@Expectation247 I love the patterns in the slices, I'm working on a video that uses the patterns they make. Creating mazes with just a few slices is a fantastic idea. :)
@kitchendon I was thinking of making a system that processes lines of from the maps into an arrangement of round and straight building blocks that allign themselves onto the map countours because that;s an easy way to do it, and in the corridors you would have to fight some odd serpinsky-4d mushroom monsters that made funny sounds. but finishing things in unity means having a pretty automated the pc so itrenders loooads of rand voxel creatures cos otherwise finishing a project takes 2 long!
@tommpimm Ithanks. I love this stuff and I do my best to make it simple. Most people are extremely uncomfortable staring at an app with so many odd buttons and numbers and whatnot. :)
I am new to this Mandelbulbthing and therefore extremly gratefull for your videos. I am trying to get some mesh in my fav programm (Cinema4D). Hope you will continue for a long time inspiring us.
@kitchendon haha, guess coming from 3ds max i'm used to too many fields and animation keyframes; i just wish there was a distributed networking solution for mandelbulb3d--I fell out of my chair when you said it can take 7 hours for an animation to render once you start animating the formula and camera!
@Sawnsine You're welcome. I'm still shocked that we can actually do this. As soon as I saw my first Mandelbulb, I was thinking "I wonder if you could get that into a 3D app?" (^_^)
Quadratic Edge Collapse Decimation, ENGAGE!
kbsmith87 2 weeks ago
Thank you so much for this can't wait to see the results.
Fracfap 1 month ago
what is your PC, what resolution settings do you expect can i get in a 4 gygabite dual core pc?
Expectation247 1 month ago
@Expectation247 I think that for most of these processes, that your RAM would be most important.
I'm on Windows 7, 64-bit with 4 GB Ram and an AMD 6 core 1090T CPU at 3.2 Ghz. I've found I can generally render a stack at about 1200 pixels and still have a bit of room to spare on most shapes. on a 32 bit system you'd be a bit more limited because of the 32 bit RAM limits.
Probably best to start with something like a 900 pixel stack, then try a little higher each time until you max out.
kitchendon 1 month ago
@kitchendon Hi thanks that's an excellent PC i was secretly wishful that i had a faster one. meshlab crashes on models higher than 130mb, although i had the most amount of fun with the voxel renderer, getting giant pictures of maze type structures and using 5-6 slices in Fiji to have very interesting mazes. To import in unity3d it's best to load and save it through blender first, meshlab .obj files arent compatible with it. only taks now is how to make unity interpret high res maze blueprints:)
Expectation247 1 month ago
@Expectation247 I love the patterns in the slices, I'm working on a video that uses the patterns they make. Creating mazes with just a few slices is a fantastic idea. :)
kitchendon 1 month ago
@kitchendon I was thinking of making a system that processes lines of from the maps into an arrangement of round and straight building blocks that allign themselves onto the map countours because that;s an easy way to do it, and in the corridors you would have to fight some odd serpinsky-4d mushroom monsters that made funny sounds. but finishing things in unity means having a pretty automated the pc so itrenders loooads of rand voxel creatures cos otherwise finishing a project takes 2 long!
Expectation247 1 month ago
your enthousiasm is addictive
tommpimm 1 month ago
@tommpimm Ithanks. I love this stuff and I do my best to make it simple. Most people are extremely uncomfortable staring at an app with so many odd buttons and numbers and whatnot. :)
kitchendon 1 month ago
@kitchendon
I am new to this Mandelbulbthing and therefore extremly gratefull for your videos. I am trying to get some mesh in my fav programm (Cinema4D). Hope you will continue for a long time inspiring us.
tommpimm 1 month ago
@kitchendon haha, guess coming from 3ds max i'm used to too many fields and animation keyframes; i just wish there was a distributed networking solution for mandelbulb3d--I fell out of my chair when you said it can take 7 hours for an animation to render once you start animating the formula and camera!
kbsmith87 2 weeks ago
A few months ago, it was a dream!
Great tutorial, i'll use it when needed, thanks a lot
Sawnsine 1 month ago
@Sawnsine You're welcome. I'm still shocked that we can actually do this. As soon as I saw my first Mandelbulb, I was thinking "I wonder if you could get that into a 3D app?" (^_^)
kitchendon 1 month ago
@kitchendon : i'm thinking of using this to fill in my archviz scenes with some cool abstract stuffs :)
Sawnsine 1 month ago 2