In some tutorials I'm asked for a (lkm folder) in Ultra Fractal 5 for mac. Ii've search through the Ultra Fractal 5 file structure and have not found this folder designation. I'm not that familiar with UF 5 for mac or windows versions and I'm foundering if the pre-gradients package that come with mac versions is limited. Are there is any download packages for pre designed gradient for
I am absolutely brand new with this software and am finding the tutorials frustrating in that the images do not seem to coordinate with the views I see in the toolbox section at the right of the screen. The tutorial images seem to be outdated and therefore I can't learn the objective at hand.
I'd like to start with simply modifying a formula. Any help is much appreciated.
I'd guess this is a slightly technical question. I have an Amazon Web Services account, and was exploring the possiblity of setting up a cloud server to render ultrafractal compositions on - I've just lost the powerful work machine I used to use (with permission) and am looking at alternative solutions.
Has anyone ever done this? Is it even possible? I'm guessing I would have to use a Wind
I am completely new to Ultra Fractal and would like to create images that can be saved in 16 bit RAW file format. While Ultra Fractal does not do this natively, it appears Ultra Fractal is only using 8 bits per color channel.
Is this correct? Is there a way to use 16 bit color channels? I am actually looking to use the images for heightmaps, but would like 16 bits in a single color channel.
I was a user of coreldraw (with photopaint) X4 and moved to corel X6. I could import very correctly tif from ultrafractal to corelphotopaint x4. Now, it is impossible for me to import UF tif files to corel photopaint X6. I can only import png files into Corel PP x6. I think it's a bug from Corel and found no response in their forums . I tried exporting with the various options in U
Is it possible to get the same (or similar) quality as for example this picture from Wikipedia
in preview? Because in preview I can only see black parts clearly and anything other is very noisy at similar zoom as this picture no matter what max iterations I have. When I render the fractal I can see the more similar quality as in image above. Is it possible to get better preview quality
I am trying to load a .upr I generated in Apophysis 2.09 into Ultrafractal but it generates a bunch of errors and doesn't render correctly. All the error messages have in common "could not locate parameter xf1_par* in enr-flame-a
If there is a way to capture all the error messages to a file, I will be glad to upload it if that helps.
I have tried loading this same file into versions 2
Over the last few months I have created a file of unique Newton, Halley, and Householder method formulas, and would like to upload them to the public database. Rather than include them with my previously existing formula files, since there are so many entires I would like to create a jam-Newton.ufm file or something like that. Who do I contact these days about creating a new formula file for th
I've uploaded a seasonal image to the DA gallery. It can be seen here:
http://clifftoppler.deviantart.com/art/Christmas-Greetings-2016-649441006 and there are umpteen others to see if you've a few minutes to spare as you do the buying and posting which gives life to the festivities. May the hangovers be gentle.
Greetings. Just an FYI, I've uploaded a new coloring formula to the jam2.ucl public folder. It uses various statistical averages about the orbit points to generate a variety of smooth and TIA-like colorings. The UPR below demonstrates some features: Smooth colorings (layers 1 & 3), TIA-like (layers 2 & 4), using the bailout adjustment parameters (6) to eliminate iteration bands of lay
This is a formula I found initially through a program for the iPad called Frax... They use a Line Average coloring algorithm... I googled it and found this. I have no clue how to program it into UF, so I was hoping to find someone here that did know how...
I've got a major issue with this coloring algorithm which won't render to disk. Unfortunately it's crucial to a design and I've drawn 10 layers apart, rendering them separately to disk until I discovered the culprit. My guess is that it leads to some sort of infinite loop in the rendering process which prevents UF from completing the task. I've also updated all files of the public formulas. If an
This is the last part to the tutorial. All of the example uprs use plug-ins for the Colors slot. Two of them are slow in rendering as they use an emboss convolution filter (3 min 31 sec for EtchedMetal and 16 min 22 sec for EmbossedGnarly on my computer - Intel quadcore 3240 3.4 GHz). Be sure you have Ultrafractal set so that the minimum number of threa
In writing this tutorial some bugs were found in some of the plug-ins. Please download a new copy of reb.ulb before continuing.
Continuing with a survey of the main plug-in slots the next section is Images and Coloring. The primary slot is Colors with a default plug-in of No Color. The base class is ColorTrap, which is in common.ulb. The following plug-ins will plug into the Colors slot, but
This formula is derived from the Ducks formula in sam.ufm with multiple modifications. Bailout is determined by the number of iterations rather than a convergence or divergence criteria, so an iterations parameter which is independent of the value on the Maximum Iterations value on the Formula Tab has been included. The value for 'Iterations for Bailout' must always be less than the Maximum Itera
Ottomagus suggested some additional functions to add to my extended function set that is used by Smooth Alterations, Ducks Switch and Lucy Goosey Switch. The coloring formula Smooth Alterations is the simplest test bed so I started there. After testing and debugging I have uploaded the latest version of Smooth Alterations to the database. Lucy Goosey will be next. Here is a quick example with th