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This manual will introduce the basic principles of rendering fractals with Chaotica, as well as
document the various user interface components and program features.
Finally, some frequently asked questions (FAQ) are addressed.
If you have any comments or suggestions for this manual, please email us at
support@glaretechnologies.com.
Introduction
Getting Started
Tutorials
User Interface
Fractal Editing
Rendering
Rendering FAQ
General FAQ
Introduction
Introduction
Fractal art
Chaotica is an environment for creating and rendering fractal art. The most fundamental
trait of a fractal image is geometric recursion, and the resulting "self-similar" structure
where a certain pattern or design can be seen on many different scales.
This is often seen in nature, as for example in plants and geographic features:
An Iterated Function System (IFS) is a particularly powerful mathematical model for making
fractal images, with an extremely (inconceivably!) large design space, i.e. it can create a
enormous variety of unique and interesting images.
In the following sections, the IFS model in Chaotica is introduced, and the role of imaging
settings in making great fractal art explained.
The output of some system (usually referred to as a "black box", to deliberately abstract its
complicated inner workings) is fed back into its input, forming a feedback loop (or system).
Feedback loops are also commonly found in nature, and if you've ever heard the effect of
placing a microphone near an amplified speaker or seen the effect of pointing a video
camera at its output display, you have already experienced two common behaviours of
feedback systems:
In Chaotica the IFS is comprised of one or more iterators, which are themselves comprised
of three parts:
(Geometric) Transform
Returns a new position given an input position, according to some function or program.
In the commonly used flam3 IFS model, the transform corresponds to a sequence of
transforms termed "variations", which can either replace the previous output point
or add a weighted amount of its output to the result.
Shader
Determines the output colour from an iteration.
For the flam3 IFS, the shader corresponds to a blending process where the used
palette location is moved towards or away from a specified location; the more often
that iterator is selected (by the selectors in the IFS), the more often its shader will
move the palette location towards its preferred location (effectively giving local
structure in the fractal that colour).
Selector
Determines which iterator to use next in the iteration chain.
For the flam3 IFS, this is a table of probabilities for each iterator in the IFS.
Imaging settings
Imaging settings are the settings which control the final colour reproduction from the raw
IFS output. It is essential to control the overall brightness and contrast for a high quality
result, and this requires some artistry in finding the right combinations of colours in the
gradient, and shaping the result with the colour response curves.
Getting Started
The first step to creating and rendering amazing fractals with Chaotica is to choose a
distribution to install. This will primarily depend on your Operating System (OS), and there
are versions for Windows, Mac OS and Linux.
If you plan to use Apophysis plugin DLLs, make sure the bitness of the plugin matches the
bitness of the Chaotica .exe you are trying to use. Most plugins are 32bit, though some have
been recompiled in 64bit.
Chaotica is available in both 32-bit and 64-bit versions for all platforms. Click here to go to
the downloads page.
System Requirements
Licence Activation
Basic Usage Tutorial
Importing Files from Apophysis
Using Apophysis Plugin DLLs
System Requirements
Chaotica will run on most modern computers (generally Pentium 4 or newer).
CPU with SSE2 Intel Pentium 4 or better, AMD Opteron and Athlon 64 or better
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1GB of RAM
100MB of hard drive space
Windows XP or newer
Mac:
Linux:
CPU with SSE2 Intel Pentium 4 or better, AMD Opteron and Athlon 64 or better
1GB of RAM
100MB of hard drive space
System Requirements
Chaotica will run on most modern computers (generally Pentium 4 or newer).
CPU with SSE2 Intel Pentium 4 or better, AMD Opteron and Athlon 64 or better
1GB of RAM
100MB of hard drive space
Windows XP or newer
Mac:
Linux:
CPU with SSE2 Intel Pentium 4 or better, AMD Opteron and Athlon 64 or better
1GB of RAM
100MB of hard drive space
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Imaging settings, including brightness, can be found on the right side of the main window.
Experiment with different brightness values until you find one you like. Altering the
brightness will not restart the render.
Saving an image
Once you are satisfied with the render, save the image via File > Save Image. For now,
Chaotica only saves in .png.
Some "variations" (curl, epispiral, noise, etc) are inconsistent across different versions of
Apophysis
Chaotica aims to match the original versions of these transforms. If you are using Apophysis
7x, be advised that versions prior to 15C exhibit many fewer compatibility issues.
Tutorials
Introductory tutorial by Tara Roys on her website: http://tararoys.com/intro-to-fractalsmaking-an-angels-wing-in-chaotica
Currently there are only a few tutorials linked below; more are currently under construction,
please check back soon.
Basic Gnarl
Chaotica 1.1 introduction video by Baka Arts
Chaotica Fractal Animation Tutorial
Creation of a Fractal Flower
Designing and Rendering Fractal Art
User Interface
This section is still in development, please check back later or email
support@glaretechnologies.com for assistance.
Render Settings
Status Bar
Imaging
Realtime Camera Controls
Randomisation Tools
State Files
Render Settings
Resolution: The dimensions of your image in pixels. "Lock aspect ratio" can be used
to easily re-size an image. "Lock resolution" prevents you from accidentally
restarting the render.
AA level: A higher AA (anti-aliasing) level results in finer details and better antialiasing, but requires more memory. Changing the AA level will restart the render.
Generally, AA level 2 makes great images, but you can use 3 and higher for
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exceptionally detailed images, or ones with sharp bright edges. When rendering for
prints, AA level is not as important as reaching high DPI via image resolution, and AA
level 1 is often used in this case.
Save alpha channel: Used if you want your IFS to have a transparent background.
Does not restart your render.
At any time, you can press F5 to force-update the render preview, or Pause to pause the
render. Pause also resumes a previously paused render.
Status Bar
In addition to total time elapsed and time until next render, the status bar displays a lot of
useful information.
Sampling Level: A metric of how far along your render is. Each whole number step takes
more time than the last but results in equal visual improvement. In other words, it is
logarithmic, not linear. For more information on this, see Progressive Rendering Basics.
DE speed: Stands for density estimation speed. This is a basic measurement of how fast your
fractal is rendering. It depends both on your computer specs and your parameters.
Inefficient params or params with complicated plugins often render more slowly.
Efficiency: the nature of the IFS algorithm means that some samples fall outside the image
frame and do not contribute to the image. Efficiency is a measure of what percentage of the
calculations are contributing to the image. Zooming and transparent iterators both decrease
efficiency. A low efficiency contributes to a low DE speed. That said, low efficiency should
not be viewed as a defect; it is merely a property of your paramset! In general it's not
something that can be "fixed" without radically changing the fractal or camera settings.
Imaging
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Located on the right side of the main window, starting with brightness and ending with
background color. Changing imaging settings does not restart your render, so you can
experiment with them as your render progresses. These settings are saved with your
parameters in .chaos files.
Brightness: For the most part, higher numbers brighten your fractal. Sometimes, when a
dark IFS is on a light background, a higher brightness value seems to darken the fractal, but
this is because the IFS becomes more "solid" compared to the background.
1 / Gamma: Affects the contrast, with lower values generally inducing more contrast. Higher
values lessen (and can effectively negate) the effect of sample density/"strength" on the
final pixel color, thus returning "raw" colors from the palette. This can lead to a "flattened"
look, but can also be used artistically.
Highlight power: Changes the behavior of extremely bright and dense parts of the fractal. At
a higher highlight power, they will turn white more easily, as opposed to becoming a very
saturated version of the palette color.
Vibrancy: Something of a relic of the Flam3/Apophysis imaging. The vast majority of renders
are made with the default vibrancy of 1. Lower vibrancy will wash the fractal out toward
white and higher vibrancy will darken it toward black.
Gamma threshold: A cut-off for how dense a part of the IFS needs to be in order to be
displayed in the render. By using the gamma threshold to hide the thin parts of a fractal, you
can cut down on the grain that usually shows in areas with few samples.
Background color: Chaotica does not use the standard 0-255 for this. Rather, setting all
values to one will produce a white background. It is also possible to have negative values
and values greater than 1.
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Response Curves
Chaotica has five response curves which can be used to drastically alter the colors of a
render. The overall curve essentially acts as a pre-gain, affecting all three color channels.
The single-channel curves are applied after this overall adjustment. Finally, the alpha
channel is independent of these, instead adjusting the transparency of the fractal against
the background.
On these curves, the x-axis represents the input and the y-axis represents the output, as is
standard in most image-editing software. Raising the right node will brighten the highlights
and lowering the left node will darken the lowlights, creating contrast. To zoom in or out on
a curve, hold alt, right click the curve area, and drag. New nodes can be added by clicking on
the curve and dragging.
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Randomisation Tools
The randomisation tools are located below the render settings on the right side of the main
window.
Using them opens the Parameter Browser, which displays a number of randomly-generated
thumbnails for you to choose from. This eliminates the need to re-randomise several times
before obtaining a result you like.
"New Random Worlds" makes completely new paramsets, the number of which is
determined by a spinbox. The palette, transforms, shaders, and selectors buttons will
randomise just the indicated part of your currently loaded paramset.
Keyboard shortcuts are shown in the tooltip when you hover over the buttons.
State Files
State files (having .lyc file extension) are used for saving the progress of a render when you
need to close Chaotica and wish to resume rendering at a later point. They are saved via
Tools > Save State.
Parameters (including imaging settings) are not contained within state files, so you must
additionally save your parameters in .chaos format alongside the state file. You will need to
have these parameters already loaded, with the resolution and supersampling settings
matching those with which the state file was saved, before you attempt to load the state
file.
State files can be very large if they are stored at high resolution, and especially with
supersampling values greater than 2.
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Fractal Editing
This section is still in development, please check back later or email
support@glaretechnologies.com for assistance.
Palette Editor
World Editor
Palette Editor
The palette editor is used to design and edit the colours of the your fractal. It consists of
three curves (hue, saturation, and value) which can be manipulated independently. To zoom
in or out on a curve, hold the Alt key, right click the curve area, and drag. To add another
node, click directly on the curve.
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Since Chaotica supports negative colours, a small red bar underneath the displayed gradient
indicates any places where the value is negative. Likewise, "brighter than white" colours are
indicated by a small white bar just above the displayed gradient.
Small arrowheads beneath the X axes of the curves indicate the palette indices of the
iterators in the fractal, although this does not necessarily mean that particular colour will
appear in your render.
Palette Editor
The palette editor is used to design and edit the colours of the your fractal. It consists of
three curves (hue, saturation, and value) which can be manipulated independently. To zoom
in or out on a curve, hold the Alt key, right click the curve area, and drag. To add another
node, click directly on the curve.
Since Chaotica supports negative colours, a small red bar underneath the displayed gradient
indicates any places where the value is negative. Likewise, "brighter than white" colours are
indicated by a small white bar just above the displayed gradient.
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Small arrowheads beneath the X axes of the curves indicate the palette indices of the
iterators in the fractal, although this does not necessarily mean that particular colour will
appear in your render.
Iterators
Iterators
An interator contains the following nodes:
Transforms: pre affine, pre transforms, transforms, post transforms and post affine
Shader
Weights
Transforms handle the geometrical part, while shader handles the coloring and weights
(selectors) handle the selection of the next iterator.
To expand and existing iterator or one of its elements, click the + on the left of its name in
the tree view (World nodes).
To add a new iterator, click the New iterator button on the Toolbar.
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Rendering
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If you've been rendering for 10 seconds, then 1 extra second won't make a big
difference, but 20 seconds in total will be noticeably different; after that, an extra
second is just a drop in the pond compared to the amount of work already
expended, and it's not until 40 seconds rendering that it becomes worth doing
another image update. This process continues exponentially, and it's useful to
quantify which "level" we're on, and how far through it we are - this is precisely what
the logarithm function does.
Since a fractal's overall "smoothness" depends strongly on its parameters, there is no fixed
Sampling Level that suffices for all images; however, a range of 10-15 normally suffices to
produce a high quality final image.
Rendering FAQ
If your animation isnt naturally 16:9 aspect ratio like the resolutions above, use one
of the standard widths and a height that is a multiple of 8 (or ideally 16) pixels.
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To find out the required image resolution for a different print size, you multiply the
number of inches along a side with the dots per inch, to get the number of "dots" or
pixels: (inches) x (DPI) = (dots). For example, for a A3 print at 200 DPI, we have 11.7 x
200 = 2340 and 16.5 x 200 = 3300, so the render resolution will be 2340 x 3300.
limitations, ultra quality mode is a powerful tool to trade more rendering time for
higher quality images using less memory.
General FAQ
Why does the 32bit Windows version of Chaotica run out of memory when I have
plenty available?
32bit Windows programs are limited to at most 3GB of memory, even when specially
compiled to be "Large Address Aware" as Chaotica is on this platform. In practice less
memory is available, according to some sources as little as 2.2GB. However, this is
still much better than the ~1GB allocation limit without this option.
We strongly recommend rendering with the 64bit version of Chaotica if you are
looking to make large images.
Reference:
http://chaoticafractals.com/manual
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