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Some of you know of my general distrust in GPL and other open source models. I think it can be helpful but in many cases, it leads to no good because especially GPL is forcing the model on any project which aims to derive from it. In some cases, it doesn't even have to be a direct derivation but merely the same idea or the same technical approach.

From my experience, I remember an example where dev A provided code to manage instances of shared objects / dynamic link libraries (.so, .dll) completely in-memory. It is okay if a non-technical person doesn't understand the purpose of such a technique - the point is: it is an idea with an approach and dev B came up with a similar idea, independently from dev A. Now dev A had his code under GPL and in the end, DCMA'd dev B because his code was similar (!), however completely independent from the code of dev A. Dev A now required dev B to put his code under GPL too because his license says so. Obvious, that this situation is - excuse my wording - shit.

This is my opinion and you don't have to agree. But recently, I found another example of a project which ran in a similar trap:…

In this case, a person named Mr. Wolfe is an ex developer of project "Spigot" to which he filed a takedown request. But why?

There is another project with the same purpose called "Bukkit" but this other project got acquired by a company called "Mojang" which incorporated it in a commercial product. During the aquiration, code from "Bukkit" migrated to the commercial product. Code, Mr. Wolfe allegedly wrote under GPL. In consequence, he offered two options: either the commercial product becomes GPL (completely illusional, IMO) or he would file a takedown request. And why is "Spigot" involved? Simple. "Spigot" uses the same code. Mr. Wolfe now states, that "his" code is belonging to Mojang (and the problem with them is that they don't have their product under GPL) and this means, "Spigot" is using code owned by Mojang through the acquiration of "Bukkit".

Yes, I know it sounds complicated and yes, it is. Did I understand and/or state the situation wrong? Please correct me in the comments in this case because it is really hard to see through it.

In any case: legally, he might be right because his license, the GPL, indeed allows him to make his claim. What he forgets, though: both, the other open-source project and the commercial product have a gigantic community behind them. This community does now not have access to the downloads and code folders the project offers. The project is essentially completely on halt and public access has been denied until the case is decided.

The question is: who is helped if somebody goes war vision just for the sake of GPL? The license itself is actually a not-so-bad idea but it simply can't work because there will always be someone who claims an idea or a piece of code is "his" (or "hers") and you can work with the best belief but once it happens, your project is doomed if you don't have resources to go legal on it.

Not that I expect it - it is simply taking the unfortunate example of Spigot and mapping it to the Apophysis project - but let's play a mind game: if now an old Apophysis/flam3 developer came and DCMA Apophysis 7x, do you think I would feel like going on court for it? Certainly not. The project would be closed, all downloads and code resources would be taken of the web, end of story. And who is helped by this? Exactly.

My personal way is that whenever I get to decide on the license (it is not the case for Apophysis because I have to stick to the provided license), I decide against GPL and in many cases, also against open source.

The above is a simple expression of my own opinion. Feel free to disagree, I won't blame you :) I just made really bad experience with GPL and I think it doesn't work as it was designed and the case of "Spigot" confirms me in my opinion which is why I wrote the journal. If you want to bring counter-arguments, I'm happy to hear from you in the comments or via note. You all know, I'm a friend of civilized discussions.
Hey folks,

during the last week, I had C-91 around (:heart:) and obviously, we did some fractal work together :w00t: During this, we needed to create some ad-hoc plugins to do the things we wanted to do. Well - not that it's something new for me because I kinda do this all the time but it gave me the idea that maybe I should write up how you actually create the plugins with x86 / x64 processor architecture support. I'm well aware that it's not very well documented so I try to fill this gap now with this little guide.

First off, I don't like to call it a "new" way to create plugins. You still create them with the same interface you had before when JoelFaber (afaik, it was him) set up the plugin infrastructure. But I felt maybe since Apo is sort of bound to Microsoft Windows and Visual Studio is a super comfortable development environment every professional Windows developer has at hand anyway, I could use VS and C++ to create them instead of a random GNU-C environment which is always somehow incomplete and bulky to me personally.

Yeah, I know. GNU-C is the way and blah. But as said, this way came up through a personal need of mine and I'm in no way saying that you can't compile x64-plugins without VS. Pretty much all you have to do is set the architecture in MinGW and alter some pointer lengths and you got it.

Anyway. Here is what you need to do to create plugins the way I publish them - in x86-, x64- and legacy*)-versions :)

*) the "legacy"-version is always the plugin compiled with MinGW under Windows so it doesn't depend on the MSVC++ redistributable. It's sort of a requirement to allow the plugin to be used under some older WINE-environments for OSX and Linux computers


I'm assuming you work under Windows. Otherwise, I don't know how you think you will get VS to run heh heh :D
So first, you need a working installation of Microsoft Visual Studio. And no, the (free) express editions won't do. You need the Professional/Premium or Ultimate 2012 or 2013 version. I highly recommend 2012 unless you feel like converting the plugin projects and want your users to require a newer runtime. I know it is super expensive but this guide requires it. But feel free to make it work for VS Express - it's not that it's impossible. Just that I didn't do it yet :)

Once you have downloaded and installed it, you can can download the Apophysis plugin SDK and extract it to any folder. This folder will become your new working path for any plugin you do with it. So maybe put it somewhere you remember it and preferably not right on your desktop. You can see that I use the same thing so I'm pretty sure it works as it is because I've got the whole thing in subversion and check it out on "virgin" computers (who didn't even see Apo before and just got a fresh install of Visual Studio) regularily ;)

Creating your plugin from scratch

To create a plugin from scratch, all you have to do is either:
  • open create_plugin.cmd from explorer or
  • open a command prompt in your working folder and enter create_plugin <name_of_plugin>

Then a new folder should appear named after what you just entered as the name of your plugin. In there, you find a .vcxproj-file for Visual Studio and a .cbp-file for CodeBlocks (a free IDE for MinGW) I recommend you edit your plugin in Visual Studio (also because this guide shows you how) so open the .vcxproj-file with Visual Studio.

You will find that your plugin is split into the files "variables.h" and "[your_plugin].h" - why I did the split is something I honestly don't remember but I didn't change the template yet. Either way, you just edit name and variables in variables.h and the calculations in the other file - your generated plugin project already has the name set right and some example variables you can either delete or change.

From there, it's up to you - maybe you want to read how to compile it for all architectures and legacy targets down below :)

Converting an old plugin project to VS-friendly structure

Simple as that - take your .c file (the source code of the plugin you want to convert) and drag it to update_plugin.cmd in the explorer. Alternatively, enter update_plugin <path_to_c_file> in the command prompt of your working folder.

A new folder should appear named after the .c file you just converted. From there, it's pretty much the same as the previous paragraph about creating a new plugin from scratch except that for this template, I've already undone the split into [name].h and variables.h - sorry for the inconsistency. I'll fix it later :)

Compiling your plugin project to all targets at once

Pretty much, you can set your target architecture in Visual Studio and compile in release mode and then copy your .dll from the bin-folder to the Apophysis plugin folder. But that's something which is kind of uncomfortable. Here is an easier way:

Simply drag the folder which one of the previous scripts generated onto the file build.cmd or enter build <name_of_plugin(_folder)> in the command prompt of your working folder. That's it, you should find all three versions of your plugin in the folder named ".output" ready for you to copy it anywhere.

If you want to build all plugins at once, you can run build_all.cmd from the explorer or run build_all from the command prompt of your working folder.

Testing plugins from Visual Studio

The project templates are already setup so that you can simply use the "Run" command in Visual Studio (usually F5) to start an instance of Apophysis with your plugin installed.

Alternatively, you can enter test <name_of_plugin(_folder)> in the command prompt of your working folder. Sorry, I didn't add drag-and-drop support for plugin folders to this script yet - didn't need it because you can test right from Visual Studio.

You can even set breakpoints and anything. But note that, of course, Apophysis will run A LOT slower when a debugger is attached.

If you want to start Apophysis with a test flame for your plugin loaded right away, you can save a flame as "test.flame" into the folder of your plugin. Visual Studio will pass this file to Apophysis when it's loaded. This way, you can start Apophysis with your plugin installed AND your test flame loaded when you hit F5 in Visual Studio. How comfortable!

I hope this helps you a bit. If you are against this workflow or environment, this guide was probably not the right thing for you to read and I apologize with the hint that the SDK generates CodeBlocks-projects for you as well :)

Oh boy, it's a while. But let me try to get it together quickly :lmao:

I think I joined deviantART upon Mjoellnir's suggestion. He was active as a photomanipulator that time and I was pretty much in the same shit but I don't think I will ever get good at that :D 
Quickly, I shifted my focus on 3D art and landscape generation using Mojoworld and Terragen. Through a tutorial which explains how to use Apophysis fractals to generate abstract landscapes, I found my (still) favorite fractal art software. I was working it and started to be successful in 2008. That's, I think, the year when I got my first daily deviation - at that time from Sophquest

I think I've been looking up to those people that time so I was really focussed on learning more and more about the program until in early 2009, I started my own fork of that open source software. In august 2009, Fiery-Fire talked me into sharing the result. Basically, I've been annoyed on how that old-as-dirt program behaves under Windows 7 and I just wanted to add some extensions. The deviation under which I shared this first art tool is still here.

After that, I received many suggestions and appreciations and took those as a motivation to continuily improve the software and create own extensions in form of plugins and scripts to it. While doing that, I was still doing fractal art and using this software to learn more and more techniques with the help of more experienced fractal artists. This was the time I also started to help newcomers getting along in that rather complicated software while at the same time listen to their difficulties and trying to get them out of the way. By now, I have released 16 + 3 versions of it and all on deviantART. To that, I wrote roughly about 30 plugins and shared them on deviantART as well.

One big thing which happened in my life is that I found somebody here I wish to keep very close to me. And aside that, deviantART has given me a lot while I put in a lot as well. It isn't always the happy way but it's a way and I think we should be thankful for what we have. ;) 

The future is written in the stars!

Yes, I've been writing that for the badge. Sue me.
Hello again guys!

As I've been announcing in the previous journal (here), my work on Apophysis currently focuses on removing features which do not have a wide range of uses or users anymore. Many people gave me their feedback and from what I could hear, random batches are the most missed thing.

While I understand that, I still think that sacrifices must be made. And if you are indeed one of those who use random batches (or smooth palettes or whatsoever), you can still do that in older versions of Apophysis. May it be a different branch (such as Apophysis 2.09 or 2.08_3D) or an older version of Apophysis 7X. I have you reminded that all the older versions of Apophysis 7X can be found here!

Now let's talk a bit about the progress. The cleanup allowed me to get rid of many things, which were intented to be "bridges" or "temporary solutions". This is always a good thing. But you can also notice it in the startup speed. Alone the fact that no variation menu has to be filled anymore (you know, that lousy popup thing in the main menu) and no random batch has to be generated anymore led to the benefit that Apophysis 7X now starts in less than one second on my (not exactly powerful) laptop with 120 plugins. So I got rid of the splash screen (that loading window which shows when Apophysis is starting) as well because you aren't even able to see it anymore.

While I was at it, I was trying to add something which you guys wanted for a long time: multithreaded previews. Before, the main preview (the big one) was not making use of multithreading. It was always only using one CPU code despite you set it to use 2, 4, 6 or even 8 in the settings. The multithreading setting only affected the production rendering. I changed that for the new version. However, it does have quite some bumps still which I have to clean up in the ongoing process. Since I am not sure if find all of the issues in the upcoming version, I made it a setting. You explicitly have to turn multithreaded previews on in the settings. When you do that, a warning is shown, describing the new feature as experimental. I plan to add features this way in the future. The first version they exist in, they are experimental and by default, turned off.

Also another thing I added is multilinking. In the editor window, you have a shortcut to link transformations together via Xaos. Before, you could link one transformation to another transformation. Now you can link one transformation to multiple transformations. Not that you couldn't do that before but you had to dig in the Xaos tab. The button and the popup-dialog will help you with this from now on.

But I think the biggest improvement, still, with the upcoming version is the new sleekness. I'm excited about it because it sharpens the focus and the use-case of Apophysis since it is still a heavily used software, despite its age. I hope you can share my excitement about that and don't have the mourning about the removed features overshadow everything.

Cheers :heart:
Hello and waddup guys!

I'm writing here because of a poll I made yesterday which you can find here:… - and I simply want to take the time to talk to you what the shit I'm talking about :D

So basically, Apophysis will receive some cleanup cuts. Why? Because Apophysis' code is, frankly said, a monster and almost impossible to maintain. This goes on the account of both, speed and stability. It's simple as that. Any system needs to lose legacy things at some point to remain maintainable. You have to understand that every feature which remains in Apophysis is prone to break with a change. The less maintained the system is, the more likely it breaks.

But what does this mean? First, let me say, I was already assuming that you guys will vote for a sleeker Apophysis (the "yes" option) and so you shall have it. But everything at its time. Now you have to see that the way the fractal community uses Apophysis changed drastically over time. People have shifted to the editor window and away from the random batch and the mutation features which basically leds to the thought that people are now rather "designing" fractals instead of "finding" them.

Yes, I know. I get that there are still people out who prefer browsing instead of tweaking but hell, take two things into consideration: we have to let things go and I keep a record of all the old versions on my download page.

So this change of use cases leads us to the first cut:

The mutation window

The mutation window is a feature which comes from the very first days of the very first version of Apophysis. It exists so you can take a flame and alter it by "applying" a variation at a specific strength into one of nine specific directions. However, since this only works rather well for flames which are generated randomly, I (and other members of the community) don't see the point of keeping it working. The use/effort-ratio is just too shitty ;)

Flam3- and ElectricSheep integrations

Basically, I'm talking about "export to flam3" in the file menu alongside with all the related options and settings. Flam3 is still actively used, especially for rendering animations. It is a faily good, well maintained renderer and not to forget the core and the origin of the fractal flame algorithm. But allthough Apophysis has been raised from flam3, it became something more independent over time. There is a lot of stuff in Apophysis' code which ensures flam3 compatibility and I feel it's a weight on the progress of the project. And don't forget: most of the plugins you might use won't really render in flam3. Not to forget that several features (like curves) are not ported and therefore not applicable. The same goes to the ElectricSheep integration. It's probably broken and the last person who used it probably had a little pet dinosaur feeding in the feral forests of Pangea :lmao:

Chaotica integrations

Chaotica is a speedy, well designed new fractal flame renderer which has it's own use and purpose, not to speak of it's own code base. It is advancing quickly and therefore also changing quickly. In addition to that, it has it's own editor. So the workflow of "create in Apo, render in Chaotica" is not really the only way anymore. I get that the Chaotica integration is rather new but it's better to don't let it dwell anymore and consequently pursue the path of reducing the amount of different systems in Apophysis :lmao: You can still copy/paste parameters to Chaotica for as long as Chaotica has this compatibility layer.

UPR export and GIMP import

UPR- or UltraFractal Parameter-export is also a feature from the old days of Apophysis. But hell, I don't even know why it didn't get removed when plugins were introduced. It is so much not working, it's not even funny :D The same applies to GIMP-import. It was supposed to load GIMP-palettes into Apophysis. But how many people still use this integration? Exactly. You can still copy/paste palettes ("gradients") from and to UltraFractal, of course. "Copy as UPR" from the edit menu will not be available anymore, though.


I can't count how often this feature broke already when changes were made. It's absolutely not maintained and since there is Chaotica you can render your fractals with, it even became obsolete. The common workflow is that you pick up your brightness/gamma/vibrancy settings before you render and not after. Therefore, post-process has to go :)

Random batches

BAM! What!? He is going to remove random batches? But isn't that even the core feature of Apophysis? Nope! It's not. It's a change which has been dwelling in the air since Apophysis 7X.5 actually. For those who don't remember: 7X.5 introduced templates. I suggest you check them out :giggle: Anyway, with the "cleaned up" version of Apophysis, the randomization code will be not included anymore. This means, Apophysis starts up with a blank flame or - if you set the setting - the last batch you opened with the first flame selected. This already makes Apophysis start up so much faster as tests have shown. And it makes more sense because the majorities' workflow is that you simply ignore the randomly generated fractals and directly move on with loading your batch or creating a new flame, either from a template or a blank one.

I hope these upcoming changes don't scare you too much. I'm saying it again: the above features are standing in the way of a cleaner, less complex, less cluttered and sleeker Apophysis. Of course you're getting new features. Ones which do correspond the way the community uses Apophysis. Think it this way: if I don't have to mind the multitude of different formats a flame can saved as, I can actually focus better on the way conditional weights ("xaos") are handled ;)

Cheers and updating you soon :heart:
Waddup guys!

I've been silent on several things going on in the fractal community for a while and I honestly don't regret it. But I think I do have a thing or two to say too. Especially after there has been a little stir-up with this article:

What is fractal art for you?I guess i got an apology to make, beause this was not a matter i took seriously till this week, and, i guess, just got a bunch of things to re-consider. Well, better late than never :dummy:
One characteristic of fractal art is that is fairly reproduceable.
A real master with deep knowledge of fractal software can, just from looking at a piece, find out how it was made, and re-create it. It is actually amazing, and, a while ago, I followed with quite a lot of interest, the "duel" between FractalDesire and zy0rg, when they both tried - and succeeded - in reproducing each other`s artworks.

and then,

Generous people share parameters and allow other people to tweak them or just study them and learn. For example, the longest fractal pong on deviantART, by Undead-Academy and batjorge

I've been reading it closely and it essentially right. However, I certainly don't agree with the opinions of a few people. Yeah, I know. I mostly don't agree with the opinions of most people but is it wrong to doubt?

Let me put one thing straight first before anything wrong raises up: I don't give a walking damn about how you make your fractal art. I don't care what techniques you use, how you approach on it, what resources you use or not use and especially what software you use. I emphasize the last point especially because I do have the feeling that people think I'm sort of biased to Apophysis. I AM NOT. Apophysis is a fun project to me as Chaotica, UltraFractal, Incendia or Mandelbulber are to other people who are passionate about fractal art and live it by creating software. That's all there is to say to that. In my eyes, there is no concurrency between them because I simply don't care who uses it as long as I have fun with my thing.

Now, to the original matter. The article is focused on trying to say that if you were to tweak something (or perhaps to follow a tutorial), you're still obliged to create something original if you want to call it artwork. And I agree - 100%. If you watch me for a longer time, you might have seen my tutorials too. And where are they now? I've taken them down because there were too many damn people cloning my shit because I've simply taken two of my more popular artworks and explained step-by-step how to reproduce them. I did that in good spirit and in belief that people will create something original and new. I was so wrong. And disappointed, as you can imagine. I don't think I want to make tutorials anymore until something fundamental changes in the community and the minds of people.

Speaking of community - am I the only one or did the community change a lot? I don't even mean to the good. Since a year or two, a creeping elitist behavior is haunting this place and it made me want to quit deviantART multiple times. My absence doesn't completely have to do with my lack of time. I do have the time to make fractals. Or plugins. Or write journals like these. But the drift in the community made me lose a lot of interest in it. Call me bitter but it's true. I give you a few examples:

1) "You're a noob, get lost". What kind of messed up bullshit is this? And even more: who do you think you fucking are to reduce somebody on their technical abilities on fractal art? I've always stood against this sort of behavior and a few years back, the community has been really open and helpful with newcomers and people who are truly interested in fractal art but lack a bit of experience with either of the softwares available. But now, I read and hear about people being turned down like this in chatrooms, groups and forums so's saddening and I dearly hope some people get it together really quickly. If you treat newcomers like this, you kill the community.

2) "Without using feature XYZ you are not really doing good fractals". Same as above. This is arrogant, elitist, shitwitty behavior and if you really believe something like this is okay to throw at people then you need a good spanking. Most prominent thing in the Apophysis world is "Xaos". I think I do fractal art with Apophysis long enough to say that "Xaos" can be replaced by clever (!) transformation settings almost every time. Unless of course you're trying to do crazy stuff like fractal-in-a-fractal or something. But in case you think one really needs "Xaos" to make good fractal art - go to my gallery and then come here and tell me I make shitty or half-assed fractal art. Because I am not using "Xaos" for my stuff. I think it's an approach which can make things easier but it's not "making" good fractal art. 

3) "You're always doing the same style". So what? If people enjoy their style then let them fucking enjoy their style. Really. I've heard things like "this totally looks like the last one" or "dude it's getting boring. do something else". I've never given a flying duckshit because I do whatever the damn I please. If you're watching my gallery, you must be interested in my work. If you're not interested in my work or it bores you in some way then please don't watch my gallery. Simple as that. 

Anyhow, all I have to say to the community is "Get it together, Tyrone!" - and now feel free to go bananas in the comments section and call me an asshat xD

Cheers :beer:
This gorgeous piece of art:

Glimmer on a Sunday Afternoon by C-91

...magically turned into this (quite physical) piece of art:
1010121 769779203032729 2058523483 N by Xyrus-02

...and landed in my mailbox :dummy: After I startled my minions to begin an investigation (not really, I kinda knew what's coming but I still was a tad bit surprised when I found the package tee hee), they came back to me with C-91's name. Oh joy! To reward her for this sweet gift, I shall praise her name, give her a hug (:hug:) and leave you to the quest of examining her profile and appreciate her art for which I give you a few examples:

Away She'd Fly by C-91Plasma Blossom by C-91Al Mattino by C-91
Parade by C-91Marbles by C-91Summertime Sadness by C-91

Thankies :huggle:
  • Mood: Thrilled
Hey guys, it's George

I've been building the latest PD code on and just call it an update since there have been a few changes:

+ Added keyboard shortcuts to zoom the editor panel (Numpad Multiply and Numpad Divide to zoom in or out)
* Changed versioning labels: this version does not carry a version number
- Removed donate button
- Removed trace log option in menu

Since the scripting component is a little problematic - legally and technically -I've set the "DisableScripting" flag in the source code by default. This means you can't use scripts in this version which has been build directly from the source. The scripting feature of Apophysis is based on a component named "TMS Scripter Studio" which is commercial. I can't provide it on SourceForge and if I would enable it in the code, nobody else who didn't buy the component would be able to build Apophysis. I didn't want to change it locally because I wanted you to give you an exact build of the publicly available source code. Maybe I'll upload a version with scripting enabled later. Until then, you may use 7X15 if you need scripts. Therefore:

- Disabled scripting

Also, you may have used the Chaotica export but it was quite difficult in terms of plugins and compatibility to newer versions. Since the Chaotica export code hasn't been maintained in quite a while where there quite few new versions of Chaotica with breaking changes for which the code wouldn't work, the export feature has been removed in the PD version:

- Removed Chaotica export

Please note that the package contains all the plugins from the 7X15 plugin pack as x86- and x64-versions. Also, Apophysis 7X is built as an x86- and x64-version. Some dependent files have been removed as they were not needed anymore. The PD version also does not contain a setup.

Full source code - including the packaged plugins - is available on SourceForge. I uploaded all the old version from 7X1 (2009) to 7X15D (2012) to SourceForge as well. You can find them in the download area. For those, however, the source code is only available to a certain point in the SVN history. This is because the repository has been reset around 7X14.

The source code can be compiled with Delphi XE2 or Delphi XE3. You need the respective TMS Scripter Studio component versions to enable scripting. Please note that there are different versions of TMS for XE2 and XE3 and they need to be purchased separately. Also, keep in mind that you can't debug Apophysis under Windows 8 using Delphi XE2. You need XE3 for that. You can still build Apophysis using XE2 under Windows 8.

This version is released build on the current HEAD-revision of the source code repository. You may use it or you may fall back to older versions because of the limitations. That is totally up to you. Let's just say: this is a formal release so nobody can say that Apophysis 7X is not public domain blah blah blahdeblah ;)

Here is the link: Apophysis 7X on SourceForge

  • Mood: Thrilled
Hello guys, George again

I've been talking about how the development of Apophysis continues lately. I've got some updated info for you. I'll keep it short and brief:

1. Apophysis 7X is in the hands of the Apophysis Dev Group which everybody can join. It's on Google Groups.
2. This group is currently maintained by me and cyberxaos
3. The 7X code is back on SourceForge
4. The project on SourceForge is maintained by me and cyberxaos - if you need a dev invite, contact either of us
5. The 7X code is publicly readable but since anon commit might be a bad idea, write-access is invite-based

I personally will not commit to 7X on SourceForge in the near future (if at all) - I've got some experimental things going on ("DirectOpacity", dynamic plugin loading/unloading, an enhanced copy/paste-feature). I might or might not commit them to the public code which would eventually get these things out to you in form of a release. This makes my working copy a non-public, de-facto-fork of Apophysis 7X 15D which I will maintain for myself whenever I have time and whenever I feel like it and publish whenever and if I ever feel like it. However, my fork is on ice because I don't have time.

During a transistion phase, I'll keep "" and "" registered and pointing to the download page on my own servers. But sooner or later, I'll first point them to the SourceForge project and then, after a few more months, turn them off completely. You - the community - will have to host Apophysis yourself sooner or later.

Oh well, before I forget: after I write this, I'm removing the "donate" button from the version on SourceForge. Hope this makes some people a little bit happier :lmao: (no, it's a relic and needs to go now)

Cheers ;)
  • Mood: Thrilled
Hey guys. It's George speaking,

If you watched my profile closely, you might have noticed that I was deactivated for a few days. I've got some "why"s about that and obviously, I'm back now. Well here is why: after some thinking about what I'm still doing here, I made the decision to close my account. Sounds harsh but hey, you all know where to get Apophysis, the plugins and whatever you need. And you also have a support e-mail if you need help and last but not least, you find a fractal coding discussion platform at the mailing list, no problem. You can also follow my art on RedBubble if you're not here to get help with Apophysis. And this website is stuck in the early 2010's, still doesn't have any messaging API and the admins / web devs...well...let's just say dA sucks wiggly donkey balls!

But there were a few problems with that after some thinking:

1. I was digging around RedBubble and with their latest site updates, I found their website even crappier than deviantART
2. You had problems reaching me, despite a mailing list, despite public e-mail addresses and despite two Facebook pages, a RedBubble account, a tumblr, a twitter, Skype and whatnot
3. Kristen was saying that she was actually enjoying logging on here, talking to you and making giveaways for you and I still think it's a good idea that she does that

So here I am. Now you know.

But what am I going to do now? Well, I know that I'm putting my fractal programming on ice for quite a while. I'm currently on the brink of turning insane. My job is really demanding and I have all sorts of crap to do next to that. The only time I can code Apophysis or plugins or anything else is on the weekend and late at night. It's been turning out that it is not a good idea if I plan to maintain my mental health. I'm simply tired and I want my peace.

Peace I find in making fractal art.

I'm still going to upload art here once in a while. But don't expect high frequencies. I know you're enjoying what I do a lot and I'm happy that you do but just put yourself in my situation. You're doing me a good favor if you just let me find back to what I was once able to do in every free minute I have. And if you're patient enough, I will find back to this state.

Yesterday, I made cyberxaos an admin of the SourceForge project for Apophysis 7X where I migrated the full source code to. It is not longer hosted on my servers. She is also an admin of the mailing list, together with JoelFaber. I myself am retreating to be an advisor regarding the Apophysis code. If I feel like it, I'll make a plugin. Apophysis N will be joining the source code on SourceForge once I have the time to migrate it. Any dev on the world is welcome to join the project. Talk to cyberxaos a.k.a. Juliet in the Apophysis mailing list. Perspectively, Apophysis 7X and Apophysis N will switch hands. Whoever has a question about the code is welcome to e-mail me at or post in the mailing list.

On this deviantART account, I'll log on when I'm summoned by Kristen or when I feel like it - for example when I'm posting art. It will remain activated. If you want to unfollow me, go ahead. I never counted my followers (or watchers, if you prefer dA lingo) If you really enjoy my stuff, however, you may want to stay. Your inbox may carry a fractal piece or a plugin once in a while. If you send a note, it will be read. If you make a comment, it will be read. But probably not within the next 20 minutes.

I'm back here because I love you. That's all to say here.

Hey guys. It's George :)

So I've made that poll because of a certain reason. No, I'm not planning to charge for anything. I'm also not planning to make you register anywhere (except maybe for the Apophysis mailing list) Actually, after some input from cyberxaos, JoelFaber and some thinking, I've come to the decision that Apophysis N is going to be open source as well once I got the code ordered a little bit. But that's just a side note.

The reason I did the poll is because I've had a lively discussion with a community member about a tutorial (which I still think IS a resource for Apo, no matter if you call it manual or not) which is being hidden behind a registration form. I wanted to hear your opinion on it. I personally think it is not okay to do that - the same way I think it is not okay to charge for resources. I am moving towards my argumentative opponent by opening myself up a bit regarding community resources (= resources created by members of a closed community which are intended to be used by the same closed community) but I still think the optimal way is a complete and open way of sharing your bits. 

In the poll, an overwheliming majority of 88% stated, that Apophysis and all it's resources should be free and open, 12 % said that it's okay to lock them away and keep them exclusive (may it be for paying or registered users)

I want to be clear about why I think that opening is the better way. It is also the reason why I refused charging for anything over the years, no matter how much work I put into it. You guys donated to my pool and I appreciate that but it was always clear that you can download everything, whether you donate or not and whether you're registered on deviantART or not. Anyway, to the point:

Apophysis lives from it's community. If it were not for the thousands (millions?) of Apophysis users and fractal flame lovers, it would have been dead long ago. It is a broken software - we all know that. It has it's ouchies and cracks but it lives and that is because it's been dragging people into itself. I believe that if you had to register anywhere for new versions of Apophysis, nobody would ever touch it again.

Apophysis also lives from it's ridiculous amount of freely available resources. May it be starter flames, gradients, plugins and scripts - everyone can create resources and every Apophysis user does. Hell, even language packs have been created by people all over the world because they love the software. Do you think ANYONE tried to make somebody register to their forum to get Apophysis in French, Italian, Czech, Polish, German, Indonesian and even Chinese? I don't know because if somebody does that, I would never know about it. I would never download their work and try it out because I don't think I want to create a newbie account somewhere just to get some resource and then forget about the account.

In reality, if you hide the work you did behind a registration wall, people will register for the download and then never show up again. Maybe they even pirate your work because they want to use it and don't care. If you try to be a smart ass and make people post a number of times or get some kind of reputation first, they will be like "up your's" and google an alternative. Or downloaded the pirated resource. You're not doing yourself a favor and all it gets you is that your work does not get known. Think about it.

Of course, you can play Mr. Big Boy fancy exclusive club and make people register so they can get your precious resources but you don't do yourself a favor with it. In that entire discussion, I never got an answer why it is impossible to just open up and honor the work somebody in your community did by sharing it and bringing it out to the world.

Peace :)
  • Mood: Sympathy
Hello guys! George speaking ;)

Since there has been the wish for a public mailing list for Apophysis developers, I made one. cyberxaos was really helpful on this matter because I didn't know how to do this. I've not been on the old mailing list and I really don't know how this works except this is something like a forum via e-mail.

The mailing list is now hosted on Google Groups. You can access it via the web interface or via e-mail at

It is setup so that anyone can subscribe and unsubscribe at any time. So if you can program and you're interested in discussing about the development of Apophysis and other fractal flame software, you're warmly invited to join us.

Also, note that you can now stop posting your e-mail addresses here. I asked for them because I was originally making a mailman instance on my server and then add you guys manually. I don't have to do this anymore now because of the help cyberxaos gave me on this thing (thank you!)

Now go and sign up ;)
Long time no word like this but I think I want to share this with you since I have a feeling that this is or is gonna be a controversal topic to discuss about. I'm highlighting my opinion here and maybe it sparks a discussion or maybe everyone just agrees to me (whereas the latter option is quite unlikely)

What I want to talk about is the urge to render everything huge and with the highest antialiasing level possible and - a thing I disagree with even more - the pressing urge to monetarize fractal art. These two things are entangled since the first urge is mostly there to feed the second urge. I'm also not talking about something which is about my own artwork but I'm talking generally as a result of observations I made in a number of comment sections across deviantART.

You may or may not believe it - even if I don't *appear* active, I still browse galleries. I don't separate into "beginners", "potential talents" and "divine artists". I like all fractals and I think there is no real skill level in fractaling. Everyone has got the potential and everyone can render beautiful flames if they simply put enough passion into the matter. That's why I feel the urge to spit a constant, mile-long stream of steaming, green vomit into every face which emits the words "I wish you would render this at higher resolution and with more antialiasing" because it SIMPLY IS NOT RELEVANT how small and jagged the render is. What you see is what the artist wants you to see because the artist decided to upload it this way. If you can't see enough for your oh so fine taste then it's your fucking bad and you should either shut the fuck up and look at another fractal or render your own fractals which look exactly alike and are at the size of seventeen and a half football stadiums if it bugs you so much because appearantly you know it all better, you unbelievably arrogant, elitist dickface!

One step up on the ladder of annoying asshats are people who constantly disrespect an artists decision about monetarizing his artworks. It is art, for Christ's sake. Since when is art something which is ought to be sold? Some people just want to make art because it's fun and not because they want to generate money (or points, however you damn well please) And yet again, I'm not talking about my own artworks. Over the years, I've always seen people who simply don't want to sell their artwork. They decided so because they think it would ruin the spirit of their art if they would print it on T-shirts, mugs, posters, postcards or albino mooses. These people see their work as art and not as some sort of merchandise. Others don't have a problem with selling their art - me included. So now here is the question: if you sell your art (and maybe sell it quite successful, who knows), why do you think another artist wants to do it? I tell you why: because again, you are an arrogant dick. You think the way you see your art is the ultimate way to see all art. You're going to a person's gallery, you don't know the true intention the person has for their art and you simply imply that the person wants to generate the maximum profit out of their art. Congratulations for failing so hard in life that my ass hurts when I think about it. Of course, the same thing goes for people who run to galleries of successful printers and bitch at them because they are commercial dickbaits for selling art. This direction, however, is much less likely in the fractal art scene of today.

Concluding, I want to ask you to accept two things:

1. High-res =/= good. Low-res =/= bad. If you want big renders, go ahead and try to clone my fractal and then render it yourself as big as you fucking want and leave me the fuck alone.
2. If you print, I don't have to. If you don't print, I don't have to. I print whenever I damn well please or somebody asks me in a friendly way to provide one of my artworks to them PERSONALLY in a print form which is an absolute fine and legitimate question as long as both "okay" and "no" are valid answers.

Because it just occured to me: the same thing goes to Apophysis as well. Many many people were repeatedly asking for Linux or Mac versions of Apophysis. And I am always giving a friendly "no" as an answer and if the question "why" arises, I tell them, in a friendly way, that I simply don't enjoy programming for these systems because I also don't like to use them. Unfortunately, some like to enter bitch mode because they don't like this "no" so for everyone who feels addressed: there will be NO Linux or Mac version of 7X or anything I make and provide for free. If you want it so bad then do it yourself or pay someone who does. How dare you bitch at me because I don't spend my free time to serve you and your needs you dick! Everyone uses the system they like and everyone programs for the system they like. I don't give a cold, wet shit about why you think Windows sucks and Mac/Linux rule. Period.

That being said: good night :)

as some of you noticed, the bug tracker on is currently down. But why?

A few weeks ago, specifically on April 3rd, the hard disks on my root server died. As I would expect from a server provider, I requested to restore the system from a backup. After 2 days on tech-support, the guys admitted that there were no automated backups even though they were configured. In the following week, I brought up almost every service from my own backups again - except the Mantis bug tracker. Fortunately, the recorded bugs and feature requests were all resolved and I had the information I needed already. But as of now, the service is still down.

So right now, I'm looking for a better service to host a bug report / feature request-platform. This is a process which takes a few weeks because I'll build on a paid, managed service and I want to choose the one which is best for the needs of the project. This means: as of now, it is not possible to report bugs and request features for Apophysis 7x. I would like to ask you to NOT send them to me via note or e-mail because this just results in cluttered inboxes and boundless chaos and your requests and reports will most likely be forgotten. Keep your things until I brought up the new service again.

I will notify you when it is done and you can reach the server again.

Thank you :)
Indeed. Over the years, I took some pictures here and there and threw some of them on Facebook and whatnot. But this is an art community and even though one my discuss their artistic value (I'm as far away from being a photographer as Switzerland is from an ocean), I decided to share them anyway - also because I wanted to see how one can work with the "Stash Writer". Please enjoy :)


State in central Germany, known for its forest and called the "green heart of Germany"

Img 20130413 141003 by Xyrus-02Img 20130413 141608 by Xyrus-02Img 20130413 141456 by Xyrus-02

From left to right:
  • Schmalkalden, Altmarkt
  • Abandoned Trabant 601
  • Eisenach, South District


Capital of Germany, formerly divided into a Soviet east sector and three allied western ones. The western sectors were later united to a West German exclave while the east sector became the capital of East Germany.

Img 20130420 222200 by Xyrus-02Img 20130420 222304 by Xyrus-02
From left to right: 
  • S-Bahnhof (train station) Warschauer Straße in Friendrichshain, East Berlin
  • Eastern entrance of Treptow, East Berlin


Called the "Residence of Justice" because of the fact that the city houses the office of the federal general attorney, the supreme court and the constitutional courthouse. The secondary name is "The capital of the internet" since most of the biggest internet and telecommunication companies like United Internet (1&1,, ...) have their main offices in Karlsruhe. The city is dominated by the high-tech industry and lawyer compounds.

Img 20130413 135956 by Xyrus-02Img 20130414 194236 by Xyrus-02
Img 20130414 194633 by Xyrus-02Img 20130420 222040 by Xyrus-02

Clockwise, starting at top left:
  • Main building of the Baden-Württemberg state bank, entrance to the east district
  • City Park, a high-standard residental district
  • Karlsruhe Palace
  • Beiertheimer Allee, an avenue leading to the southern district of Beiertheim

I know it's non-standard but I thought you might enjoy these :)
Hi guys :)

Since I obviously don't have anything better to do this fine day, I sat down and made 94 (!) existing plugins for Apophysis readable for the 64-bit-version of Apophysis 7X (commonly known as 7x64) - I'm talking about almost all of the plugins available as source code on including my own. I just skipped some odd non-standard ones, those which are built-into Apo7x15 and dc_image. I don't know what else is floating around in outer space so if you note me the source code (*.c), I'd convert some more too.

It cost me an imaginary pack of cigarettes and 90% of my remaining sanity. So here is the download link:

click me!

Please make sure you read the file README.TXT before you send me messages and comments whining about that it doesn't work for you :)
Also, be advised that I just compiled them. I did not test each single one of them. That'll be up to you. Enjoy ;)


PS: If you're still having the final transform bug (FX won't save), there is a patch available for 7x15D:…

PS2: If you're getting an error message about a DLL missing, you need to download and install this:…
Hey guys :)

I know it's been some time but I'm having hell of a release going on here. So I just didn't came to check on what's wrong with the saving of final transforms. I finally made it so that I'm not there 7am to 10pm every day. This means: it's fixing time.

To provide you with an acceptable solution, I just reverted the behavior of FXes to the one of 15C. So that you at least get to use 64 bit plugins / scripts AND final xforms :lmao:

Here it is:…
It's a patch so just replace the EXE files in your installation. If you didn't update yet, you can with this. In this case, you also just replace the EXE files. Remember the release notes from the original 15D package, though. It contains valuable information on how to use 64 bit plugins and compile multi-architecture plugins (32/64) from existing and new plugin code.

See you soon :)
You might or might not know that I've been fiddling around with Turing McCabe-patterns in the past. Well the good news is: in the present too! For those of you who don't know what this is: it's an algorithm producing nice images like this one:

I've created an explorer utility for myself. Well, I created one for you too but it's old. I'm constantly changing mine and see what you can do with the algorithm. And I've come to a major progress I wanted to share with you.

One thing is a thing you might already know. The original algorithm initializes with a noise field. This means, the first frame is just noise and then the pattern develops. I had one thought which changed that concept a bit: why noise? The Jonathan McCabe seemed to need a field of unstructured data from where a pattern evolves through convolution. My idea was to replace that with something else. To the mathematical idea, an image is sort of unstructured too. It's man-made. Most of the time. So technically, you could use an image to ignite the algorithm. And I did.

The below video shows how that looks like:

Now imagine what it could do to a fractal (flame) rendered into an image file and loaded into the algorithm...!

The second thing was sort of not my idea. I want to say that right away because I was victim to a mistake. When I started to implement this thing, I wasn't aware of that somebody did that before me. I discovered when I was done. But through the fact that there are two independent implementations now, my version and the other author's version are unique in their own ways now. I'm talking about painting into the algorithm's data field using your mouse. Something which provided me HOURS of fun!

My way was to "reset" the areas I was painting on. So basically, wherever your brush strokes the field, there will be noise. It's sort of like you're "stirring" that reactive soup the algorithm paints on your screen. Effectively, you're agitating the algorithm in a limited area.

See how that looks like in the below video:


This gives the whole thing some more interactivity than just dragging sliders and pushing in images. I sort of want to experiment with more ways to influence the algorithm.

I'll keep you up-to-date!
I created another domain for Apophysis 7X. But before you panic: the old domain ( is still reachable and will be reachable :)

The new location is; you can see the main page there. Downloads, history, etc.
Then there is; you can read the current source code online at this location. Live. As I commit it (for example when I fixed a single bug)
And finally (for now) there is; this is the new main bug tracker for Apophysis 7X.

The bug tracker lives on as does the source code. The alternative URLS are:
- for the tracker and

If is not reachable in the next hours, this is because it's still being setup by the provider.

Now that we cleared that up, here comes some very important information! READ UP CAREFULLY!

Since I clearly have less time now but still want to care for and continue Apophysis 7X, we need to make up some rules concerning bug reports. I don't have the time anymore to run between my e-mail inbox, deviantART and Facebook or whatnot to gather all the reports. I need it at a central place. This is said bug tracker!

Only reports in that tracker are being taken care of. It's not that I strictly ignore any report anywhere else but I will oversee them naturally. Don't complain if I didn't read your note or your message on Facebook. I didn't see it. I'm looking into my e-mail inbox like once a day. Apophysis bug reports have a folder there which gets filled by SourceForge. The e-mails you send me directly are drowning in whatever things I get daily. So don't wonder if I don't see them. So please stick to this act of centralization if you want to have your problem fixed or fix it yourself (the source is online)

We need to be prepared for that another developer will either join or take over the project. Thus the outsourcing. Whoever might join or overtake in future will certainly not gain access to my e-mail inbox or deviantART account to see all the bugs you are reporting in your habit. Better switch now :)

The bug tracker acts as my to-do list. It takes too much time to formulate a clear to-do item for every 1000 words-story you sent me via note. Not that I don't appreciate detailed reports but sometimes I just don't need to know that you have X gigabytes of RAM and a spaceship of a GPU (not to speak of that Apo itself gives a crap on your GPU because it's a pure CPU application)

I don't need to announce known problems anymore. You can just check if your problem already exists in the tracker. I won't answer duplicates.

You can observe the bug processing in the source code browser on When I commit a bugfix, I will write the username you wrote your bug report with into the commit comments as a reference. Commits are visible as they are done. If there have been enough commits, a release will be published. Of course, you can always checkout the source code yourself via SVN and build your own release if it's THAT important :lmao:

There are also some simple submission rules which I put in a paste bin and linked on the top of the submission form on the bug tracker page.

Please make sure you include the following information in your artifact:
1) What happens NOW (is-status) and what SHOULD happen (should-status)?
2) How can the I reproduce/provoke the problem you have?
Before you submit a new artifact, make sure:
1) that you have the newest version of Apophysis 7X / 7X64 (remember Hotfix releases)
2) that you are working on Windows XP or higher; Linux or Mac versions are available using WINE but can act strangely
3) that your computer is clean of viruses (of course) and you are not using any desktop enhancement or shell replacement software such as Aston, NextStep or WindowFX
4) that your font size is set to normal in the Windows appearance settings (only for interface related problems)
Bug or feature? An artifact without a should-status can't be processed as I won't know what program behavior you wish for. Maybe you are reporting an error message and it should appear because of another problem in your configuration?

My USB-crystal ball is in the laundry. An artifact without reproduction steps can't be processed as I won't know what you did before the problem occured. What steps were you following in the program before the problem occured?
Avoid unneccessary information. Save me some time by double-checking your settings and making sure that I can see it on my machine! This way, your artifacts will be processed efficiently and fast. If Ineed to know your CPU type, how much RAM and operating system you got and what graphics card you are using, I'll let you know. I don't care if you are an animator, a print artist or a casual playing around. During the bug processing, you are a user. You don't need to tell me that. Be clear and focused. :)

Use english language. I don't care if your grammar is not the best and you misspell words. If I can understand it somehow, it's fine. Google translate is okay too - as long as it's not TOO wild. But avoid writing in french, german, spanish, zulu or whatnot. If you don't speak english then I can't help you. Sorry.

Don't abuse for feature- and change requests. This tracker is about BUGS. You are seeing a bug when the program clearly behaves in another way than it's intented to behave. Sometimes, error messages pop up for a good reason. Your wish that the editor background should be hot pink is a change request, not a bug. So is your wish that you can render exotic image format XYZ with Apophysis is a feature request. But your wish that Apophysis should not open your CD/DVD-drive every time you click on "Render" is a bug report because that is a clear misbehavior.

Don't abuse anonymous reports. You can report bugs without logging into SourceForge (even though you can do so with OpenID, a Google account and whatnot. If I get fishy shit in the tracker, the anonymous reports will be turned off immediately and indiscutably and you will have to log into SourceForge and potentially make an account to be able to report bugs.
Thanks for acknowledging!