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glChAoS.P v1.5.0

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@BrutPitt BrutPitt released this 31 May 09:43
· 267 commits to master since this release

 

JetBrains supports glChAoS.PwglChAoS.P

many thanks to JetBrains for donating o.s.license for all their excellent products

 
 

glChAoS.P ⋅ wglChAoS.P ==> https://michelemorrone.eu/glchaosp

 

What's new in v1.5.0

News from previuos beta

  • Better and more natural shadows
  • Scattered shadow alternative (using random Poisson disk)
  • New Attractors: Qi-Chen, Qi 3D, Chen-Celikovsky, Tamari, Shimizu-Morioka, Bruke-Shaw, Popcorn4D simple

Already present in v1.5.0beta
The main feature is the transformFeedback multiDot emitter added.
Now all dp/dt attractors (yellow tag) have an additional new emitter type to visualize them in a progressive way and/or with multiDot (spray) effect.
Is also possible to travel, in first person (cockpit view), within the particles, following the evolution of the attractors.

Simulating a comet's journey in Lorenz attractor Voyage in Multi-Chua II attractor

 

New menu is available to adjust these settings:

1) Panoramic/CockPit dots/s: different emitter speed for any view
2) Number of dots for each step, real dots/s emitted are: dots/s * Emit#
3) Multiplication factor of initial radial random speed
4) Air friction/deceleration
5) Point size: there are 3 different "pointSize" for: singleDot emitter, multiDot emitter and cockpitView
6) Particles LifeTime, in sec.
7) LifeTime attenuation: when the lifeTime ends, in blending mode, the particle attenuates the intensity of this factor, any second
8) Wind direction and intensity (in units/s)
9) Gravity/Acceleration direction and intensity (in units/s)
A) Toggle cockpit view and related settings (following controls)
B) Smoothing distance: in blending mode attenuates the intensity of near dots by distance
C) Clipping distance: skip to draw closer particles
D) PiP (Picture In Picture) feature
E) TagretView is the current emitted dot, PointOfView is positioned on the wake: it adjusts the distance from head (it follows the attractor direction).
F) Move back the PoV: it follows the vector PoV -> TGT
G) Rotate the cam around TagretView, or better: around attractor head (last emitted dot), use reset to reposition the cam
H) Move forward the TagretView position

Other new features:

  • GloboToroid attractor (thanks to the suggestion of Joe Carmon)
  • Synchronous OpenGL mode option (for slow GPU)
  • Speed up 30% DLA3D
  • More AO (ambient occlusion) accuracy: range check
  • Save clipping planes settings

Fixes:

  • MacOS version now is fluid: solved stuttering problems
  • Now buffer stops exactly on the end
  • Little issues with shadow and clipping planes
  • Several fixes of new features present in v.1.5.0beta
  • Some minor general bugs fixed

Known Issues

  • Some attractors, presnt in the additional SavedList, has been previously saved with not optimized parameters for the new shadow algorithm: try to select AutoLightPosition (and/or tell me if you have problems)

Changes:

  • Attractors are identified by color (not anymore by symbols)
  • The selection identifies the attractor currently displayed

installation

No installer provided / needed: just download the glChAoSP_release.zip binary archive (it contains all binaries for all O.S.) and decompress it in a folder whatever: only the internal directories structure must be preserved.
Added tarball glChAoSP_release.tar.gz for Linux users: it's same but maintains executable attributes for binaries.
Starting from 1.4.0 release, there are no more binaries in the source code repository.
Please use last glChAoSP_release zip/tar.gz archive, with internal directory structure, or build the current WorkInProgress (WiP) release from source code (I am available for any problem).

WebGL live / online version 1.5.0

The WebGL/WebAssembly version is online at this link: wglChAoS.P

With the new Attractors website pages you have full access to math formulas, computational code, and permit you to explore interactively any single attractor: AttractorsFormula
Soon also

*Please read the warnings and hardware/software requirement