chromatic.blossom

the.canvas

That's the thing on the right. It's just a preview, the final export will be of higher quality. Scroll to zoom, drag right click to pan. If you are on mobile, switch to desktop.

configuration.values

canvas.size (1 to inf)

The size of the canvas. Not the size of the final render, this is just a preview.

x:

y:

maximum.iterations (0 to inf)

The amount of times the algorithm loops. Higher values cause more detail in certain areas, lower values can reduce noise. Find a balance for whatever shot you're trying to get. Or just leave it at the default and never look at it again.

sample.count (1 to inf)

The amount of samples to get for each single rendered pixel. High values mean high rendering intensity, but also more quality and less noise.

radius (-inf to inf)

Does something, the fuck do I know. I'm no omnipotent being. That's up to the creature in my basement.

a-j (-inf to inf)

These values are responsible for controlling the shape and appearance of the output structure.

a: This parameter is responsible for an effect somewhat close to pinching in and out of the structure.

b: This parameter is responsible for "condensing" or "spreading" the structure, with values close to 0 meaning it is more condensed.

c: This parameter is responsible for the amount of "petals" the structure has, heavily modifying the petal structure. g does this without changing the petal structure much. The amount of petals will always be c-1.

d: This parameter is responsible for ...something. It changes the colors slightly, and around small values also the structure, especially on the outward ends.

e: This parameter is responsible for an effect as b, but creating entirely different effects.

f: This parameter is responsible for a similar effect to a, except in its fully own way.

g: This parameter is responsible for changing the amount of petals just like c, except it preserves the petal structure pretty well. Petal count is multiplicative, not additive.

h: This parameter is responsible for... something? It changes the shape of the structure is the only thing I can say for sure.

i: This parameter is responsible for twisting or turning the structure.

j: This parameter sucks. Besides that, I implemented it in a way that it only applies if the value isn't 0. Just don't use it, I guess.

skeleton.mode

Skeleton mode displays a b/w render that may often reveal different structure, hence the name "skeleton".

skeleton.clamp.fix

Skeleton's clamp fix implements a fix not present in old versions often causing skeleton renders to not be able to be multisampled correctly, causing multiple quality issues. As I liked the stylistic aspect to some degree though, I decided to make it toggleable. If this toggle does nothing, I probably forgot that this switch is still broken. If it does something, I forgot to remove this text.

render.export

still todo, probably work on this tomorrow im tired