u/No-Weather-1692
GMT v9.4 Update - Audio in the timeline
And some fixes to support it
timeline & graph editor performance - recreated as a canvas - now handles thousand of keyframes without lagging
-audio in video exports
-off switches for LFO and audio modulation
-modulation recording - records every keyframe and now works over long durations
also:
Timeline editing:
-multi-handle bezier drag with multiple selected keys.
-dim flat tracks. (Tracks whose values don't change)
-resizable timeline sidebar — drag the right edge of the track-name column.
-shift-range track select no longer deselects the anchor row.
-double-clicking near an existing keyframe no longer stacks a duplicate on top.
Directional light popup no longer crashes on some scenes
a fractalish world cup ball creator
https://hexsphere.gmt-fractals.com
what? its a ball with any amount of hexagons, and minimum amount of evenly distributed pentagons, with coherent mesh for 3d export
why? when client asks you to make a ball with all the world cup flags on it, and have it exactly like the impossible ball they generated with ai
fractalish? f' if I know, for fractalish fools fondly fiddle with these frivolous features.
this app brute forces all the combinations to get the most even coverage, so expect to wait if you crank it up to 200 hexagons.
Trying out a new addition - cutting plane depth estimation for formula interleaving (and also improves some existing formulas) - better sharp edges! will update soon..
GMT v0.9.4 - True Area Lights, Mobile Mode, and a polish round.
currently live at gamazama.github.io/GMT-fractals/dev/
will wait to see if there's any feedback for a bit longer before its ready for gmt-fractals.com
Please have a play and let me know if anything seems off! Looking fantastic from my side.
Here's what new:
True Area Lights
-Path tracer now supports real sphere area lights that reflect and shade nicely!
Right-click any light orb → "Sphere (Area)" to convert it. Needs Path Tracing Core ON → True Area Lights ON in the engine panel.
Mobile Mode
GMT is working better on a phone or tablet. Better UI and hopefully better performance.
Path tracer
faster, more correct bounces, reflections look better
Performance
Volumetric god-rays ~60% faster on interaction frames (new Quality slider + preview fix)
Direct Render also slightly faster
Animation & Timeline
Spline behaviour fixes, Aligned tangents, dope-sheet UX
FPS change has Keep/Match modes - playback throttles deterministically to project FPS
Timeline scrubbing much smoother - dope sheet + graph editor handles many more keyframes
File Menu + I/O
One File menu instead of buttons scattered around
JPG export added
Copy Share Link entry in File menu (was topbar-only before)
Fluid Toy
GPU sub-bucketing - single-PNG hi-res renders without requiring splitting into tiles.
Mandelbrot home as default startup view
Brushes — paint / erase / stamp / smudge modes, plus size, strength, flow, spacing, jitter
PostFX panel: tone mapping, bloom, chromatic aberration, refraction, caustics, style
Saved Views panel — store named compositions
Deterministic video export
Smooth-source TSAA bake covering palette + collision + motion
The bucket renderer was extracted into a generic engine plugin so Fluid Toy could use it too
Touchups
Pause button now has an accumulation-progress fill — visible feedback for how converged you are
LFO modulation - Min/Max and perlin noise
Camera Manager / View Manager wired with Ctrl+1–9 to save and 1–9 to recall, plus the saved-cameras list
Internal Scale gets a 0.75× option, the in-viewport pill (top-center, fixed mode) is linked to it
Auto-Stop default dropped 256 → 64 samples
Custom resolution option in the viewport aspect dropdown
So I've been quite busy porting GMT into a more engine type architecture so that I (or anyone) can build various apps with the same UI and features.
You can check out the progress at https://gamazama.github.io/GMT-fractals/dev/
-Here you can see GMT is already almost at parity to it pre-port version, and a few touchups: orbit navigation now rotates and zooms around the mouse pointer instead of the centre - toggle on DST hud display for old behaviour, also a protoype geometric trap coloring mode.
-You can also check out Fluid Toy - a prototype mandelbrot/julia renderer with a fluid simulation on top. It supports deep zoom up to e-30, and infinite resolution render (such as the image above) - and animation and modulation, and familiar gmt features.
It's been such a great journey working on this app. It's now got its own website! Still early, as this is a step to get GMT an online gallery :D let me know what you think...
But for today, some updates!
Hi-Res Render: if you want to render a million pixels you now can - the render now lets you select your output resolution, and lets you output tiles as multiple images so there no limit.
Hi-res 1:1 preview: the preview region button lets you zoom in and preview a section at full res.
Because GMT tries to keep the fractal looking the same as your viewport for hires renders, you can adjust the quality parameters at hires preview and get that fractal looking as sharp as you need.
Also added - Video export - alpha & depth passes, png & jpg output
Thanks again fractal people
the app now runs at
app.gmt-fractals.com
gamazama.github.io/GMT-fractals/ (mirror)
GMT 0.9.2 Updates:
Two new Kleinian fractals! KleinianMobius and KleinianJos (per request) They're fun. these kleinians. But we've got alot of formulas now - 42, soon will be time to add better navigation and search.
Formula Workshop — smarter library browser, and updates, now loads 176 more formulas (all the available ones work) - total 490 tested formulas. The Workshop figures out whether each formula works better as "Iteration" (composes with Interlace, hybrid fold, burning ship) or "Standalone" (self-contained). You see a green or cyan badge next to each entry.
Other small fixes:
Randomize parameters used to crash on some formulas
WASD no longer locks up (timeline issue)
Detail level stays consistent during adaptive resolution / hires renders.
Fixed Interlaced formulas (some combinations did not work)