# Relief 3D Cookbook Copy-paste recipes for turning 2D fractals into lit relief and 3D terrain. Each lists exact controls, explains *why* it works, and offers variations. For what each control means, see the [Relief 3D Guide](Relief3D-Guide.md). All controls are in the **Relief 3D** panel (Control Center → Color & Light → *Relief 3D…*, or Fractal Params → *Open Relief 3D…*). Some recipes also use the **Lighting & FX** dialog (reachable from the panel's *Open Lighting & FX…* button). Colors are `AARRGGBB` hex. > Companion pages: [User Index](_Index.md) · [Relief 3D Guide](Relief3D-Guide.md) · [Volumetric Lighting Cookbook](Volumetric-Lighting-Cookbook.md) **Contents** - [The two modes at a glance](#the-two-modes-at-a-glance) - [Tuning workflow](#tuning-workflow) - Screen-space relief: 1. [Quick emboss](#1--quick-emboss) 2. [Dramatic raking bas-relief](#2--dramatic-raking-bas-relief) - Oblique 3D raymarch: 3. [Full 3D landscape](#3--full-3d-landscape) 4. [Clean orthographic relief map](#4--clean-orthographic-relief-map) 5. [Isolated filament sculpture](#5--isolated-filament-sculpture-transparent-cutout) 6. [Foggy valley with god-rays](#6--foggy-valley-with-god-rays) 7. [Metallic gold plaque](#7--metallic-gold-plaque) 8. [Marble bas-relief](#8--marble-bas-relief) 9. [Neon crystal spikes](#9--neon-crystal-spikes) 10. [Deep-zoom filament forest](#10--deep-zoom-filament-forest) 11. [Newton root-map relief](#11--newton-root-map-relief) 12. [Turntable animation](#12--turntable-animation) - Mesh export: 13. [3D-print-ready STL](#13--3d-print-ready-stl) 14. [Bas-relief OBJ plaque](#14--bas-relief-obj-plaque) - [Troubleshooting](#troubleshooting) --- ## The two modes at a glance | | Screen-space relief | Oblique 3D raymarch | |---|---|---| | Speed | Fast | Heavier (GPU by default) | | Framing | Keeps the exact 2D view | Tilted 3D camera + silhouette | | Perspective | No | Yes (or orthographic) | | Fog / god-rays | No | Yes (via Lighting & FX) | | Mesh export | No | Yes | | Enable with | *Enable raised relief + cast shadows* | *…* + *Oblique 3D raymarch* | Start with screen-space relief to judge the height; switch on oblique raymarch when you want a real 3D scene. --- ## Tuning workflow 1. **Pick a smooth theme.** Relief reads best on low-noise palettes — try *Gold Relief*, *Marble Relief*, or *Neon Relief*. 2. **Enable relief**, set **Height scale** until the terrain reads (2–3 is a good start), keep **Height curve = Log**. 3. **Light it low.** Drop **Light elevation** (screen-space) to ~25–35° for long shadows; raise **Shadow strength** to taste. 4. **Go 3D** (optional). Tick **Oblique 3D raymarch**, set **Camera elevation** ~35°, tick **Auto lighting defaults**. 5. **Add atmosphere** (optional). Open Lighting & FX, add fog + volume steps ([Recipe 6](#6--foggy-valley-with-god-rays)). 6. **Quality pass.** Raise **Anti-alias** to 2–3; turn on **Hi-res height field** if the window is small. --- ## 1 · Quick emboss The 2D image gains raised relief and shadows without changing framing. | Control | Value | |---|---| | Enable raised relief + cast shadows | **on** | | Oblique 3D raymarch | off | | Height scale | 2.0 | | Light azimuth | 135° | | Light elevation | 45° | | Shadow strength | 0.5 | | Relief strength | 0.8 | **Why:** screen-space relief embosses the height field and drapes cast shadows over the flat themed image — instant depth, minimal cost, same composition as the 2D view. --- ## 2 · Dramatic raking bas-relief Long, theatrical shadows carving the filaments — a coin-relief / carved-stone look. | Control | Value | |---|---| | Enable raised relief + cast shadows | on | | Height scale | **3.5** | | Light azimuth | 160° | | Light elevation | **22°** | | Shadow strength | **0.8** | | Relief strength | 1.0 | **Why:** low light elevation stretches the cast shadows across the surface; high height scale deepens the carving. Zoom into filament structure first — flat regions have nothing to catch the light. **Variations:** - Rotate the light: sweep **Light azimuth** for different shadow directions. - Softer stone: drop **Shadow strength** to 0.5, **Height scale** to 2.5. --- ## 3 · Full 3D landscape The fractal as an orbitable terrain with real perspective and a sky silhouette. | Control | Value | | Control | Value | |---|---|---|---|---| | Oblique 3D raymarch | **on** | | Camera azimuth | 20° | | Camera elevation | **35°** | | Camera FOV | 55° | | Frame-fill zoom | 1.0 | | Anti-alias | 2 | | Height curve | Log | | Base ground plane | **on** | | Auto lighting defaults | **on** | | Edge fade | 0.1 | **Why:** a mid-low camera elevation gives depth and a silhouette; the ground plane grounds the terrain so shadows land on a floor; auto lighting seeds AO + soft shadows + specular. Edge fade keeps structure from streaking off the frame. **Variations:** - More drama: **Camera elevation** 20°, **Height scale** up. - Flatter map: **Camera elevation** 70°. --- ## 4 · Clean orthographic relief map A precise, distortion-free relief map — engineering/architectural feel. | Control | Value | |---|---| | Oblique 3D raymarch | on | | Orthographic camera | **on** | | Camera elevation | 45° | | Frame-fill zoom | 1.0 | | Anti-alias | 3 | | Height curve | Log | | Base ground plane | on | **Why:** orthographic projection removes perspective stretch (which otherwise grows with FOV and frame-fill), so the terrain reads as a clean, measured relief map. Higher anti-alias keeps the parallel edges crisp. --- ## 5 · Isolated filament sculpture (transparent cutout) Keep only the fine fractal filaments as a standalone 3D object on transparent background — ideal for compositing or a cutout export. | Control | Value | Where | |---|---|---| | Oblique 3D raymarch | on | Relief 3D | | Isolate object | **on** | Relief 3D | | Drop low-detail (keep filaments) | on | Relief 3D | | Drop amount | **0.6** | Relief 3D | | Base ground plane | **off** | Relief 3D | | Show sky backdrop | **off** | Lighting & FX (Sky) | **Why:** detail culling removes the flat background and smooth plateaus by height gradient, leaving the sharp filaments; turning off the sky backdrop and ground plane leaves a transparent surround the export preserves as a cutout. **Variations:** - Cull by color instead: tick **Drop colours**, add the background hex (use **Pick** to eyedrop it), raise **Colour tolerance** until it clears. - Keep more structure: lower **Drop amount** to 0.4. --- ## 6 · Foggy valley with god-rays Relief terrain wrapped in volumetric fog with light shafts — atmospheric depth. | Control | Value | Where | |---|---|---| | Oblique 3D raymarch | on | Relief 3D | | Camera elevation | **28°** (low) | Relief 3D | | Base ground plane | on | Relief 3D | | Show sky backdrop | **on** | Lighting & FX | | Auto lighting defaults | on | Relief 3D | | Fog density | **0.6** | Lighting & FX (Fog/Volumetric) | | Volume steps | **32** | Lighting & FX | | Shadow steps | 24 | Lighting & FX (Shadow) | | Anisotropy | **0.7** | Lighting & FX | | Height falloff | 1.0 | Lighting & FX | | Light 1 azimuth/elev | put it **behind the ridge**, low | Lighting & FX (Light) | **Why:** the shafts form where the view ray crosses lit fog next to shadowed fog. Aim **Light 1** low and *behind* the terrain silhouette so the ridge chops the light into shafts; the low camera makes them rake across the sky above the ridge. Height falloff pools the denser fog in the valleys. **Anisotropy** is what concentrates the haze into distinct shafts — without it you get flat fog. > [!WARNING] > **Relief god-rays behave differently from the 3D-fractal scenes** the > [Volumetric Lighting Cookbook](Volumetric-Lighting-Cookbook.md) was written for. > Read these before copying its numbers onto a relief scene: > - **Shafts against the sky need a backdrop to show against.** Keep *Show sky > backdrop* on (or use the dark drop). Shafts appear in the band of sky just > above the terrain, where the ray still passes through the fog layer — not high > overhead, where there is no fog. > - **The fog lives in the terrain's height band.** Fog is bounded to the terrain > bounding box, so it hugs the landscape rather than filling the whole frame. > Raise **Height scale** to give shafts more vertical room. > - **Relief needs more fog than a Mandelbulb.** The air path over terrain is > short, so densities that read well on a unit-scale 3D fractal look like > nothing here. Start around **Fog density 0.4–0.8** and go up. > - **GPU relief uses the key light only for fog** (Ctrl+Shift+G, the default). > Lights 2/3 still light the surface, but only **Light 1** carves shafts and > tints the haze. Turn GPU relief off (CPU) to get all three lights + full > volumetric color in the fog. > - **Palette-mapped fog (Palette map slider) does nothing on relief yet** — it is > a 3D-fractal-only feature for now. Use **Fog color** to tint relief haze. --- ## 7 · Metallic gold plaque A polished gold bas-relief medallion. | Control | Value | Where | |---|---|---| | Theme | **Gold Relief** | Theme combo | | Oblique 3D raymarch | on | Relief 3D | | Camera elevation | 40° | Relief 3D | | Auto lighting defaults | on | Relief 3D | | Metallic | **1.0** | Lighting & FX (Material) | | Specular | 1.5 | Lighting & FX | | Roughness | 0.3 | Lighting & FX | | IBL strength | 0.5 | Lighting & FX (Sky) | **Why:** the *Gold Relief* theme colors the height, and metallic + specular + low roughness give the polished-metal highlight; a touch of IBL adds environment reflection so the gold looks lit by a room, not a lamp. **Variations:** - Brushed gold: **Roughness** 0.6. - Bronze: pair with a warmer HDRI environment / sky. --- ## 8 · Marble bas-relief Soft, matte carved-marble panel. | Control | Value | Where | |---|---|---| | Theme | **Marble Relief** | Theme combo | | Oblique 3D raymarch | on | Relief 3D | | Camera elevation | 45° | Relief 3D | | Bicubic height sampling | **on** | Relief 3D | | Auto lighting defaults | on | Relief 3D | | Sub-surface | 0.4 | Lighting & FX (Material) | | Specular | 0.3 | Lighting & FX | **Why:** bicubic sampling smooths the terrain like polished stone; a little sub-surface gives marble its soft internal glow; low specular keeps it matte. --- ## 9 · Neon crystal spikes Sharp, glowing crystalline spires — sci-fi / synthwave. | Control | Value | |---|---| | Theme | **Neon Relief** | | Oblique 3D raymarch | on | | Height scale | **4.5** | | Height curve | **Linear** | | Camera elevation | 25° | | Anti-alias | 3 | **Why:** the **Linear** height curve keeps the raw boundary spikes (instead of taming them to terrain), so the fractal edge becomes sharp needles; the *Neon Relief* theme lights them like glowing crystal. Higher anti-alias tames the sharp edges' aliasing. **Variations:** - Add glow: Lighting & FX → Bloom strength ~0.4. - Tie into fog: [Recipe 6](#6--foggy-valley-with-god-rays) with a colored fog. --- ## 10 · Deep-zoom filament forest Zoomed deep into filaments, at consistent quality regardless of window size. | Control | Value | |---|---| | Oblique 3D raymarch | on | | Hi-res height field | **on** | | Field floor (px) | **1080** | | Height curve | Log | | Edge fade | **0.15** | | Anti-alias | 2 | **Why:** at small window sizes the display-resolution height field undersamples the fractal boundary into a spiky "needle-forest". **Hi-res height field** computes the field at the **Field floor** resolution instead, so any window matches the maximized look; **Edge fade** stops deep-panned structure from streaking arms at the frame edge. > [!NOTE] > Hi-res field costs an extra escape-time field render below the floor, and has no > effect at or above it (e.g. maximized or Span). Raise the floor for hero stills. --- ## 11 · Newton root-map relief Relief on a root-finding fractal, where height is the **iteration count** to convergence — terraced basins around each root. | Control | Value | |---|---| | Type | Newton (or Nova / Halley) | | Enable raised relief + cast shadows | on | | Height scale | 2.5 | | Height curve | **Sqrt** | | Light elevation | 30° | | Relief strength | 0.9 | **Why:** Newton/Nova/Halley use iteration count as height, so the convergence basins step down toward each root — Sqrt keeps those terraces readable without over-flattening. Works in oblique raymarch too for a 3D basin landscape. **Also applies to:** Buddhabrot (height = orbit density) and Apollonian (height = synthesised dome per disc) — try the same knobs. --- ## 12 · Turntable animation Rotate the terrain for a video loop. | Control | Value | |---|---| | Oblique 3D raymarch | on | | Camera elevation | 35° | | *(animate)* Camera azimuth | sweep −180 → 180° | **Why:** animating **Camera azimuth** over a Scene Engine timeline orbits the camera for a clean turntable. Keep elevation fixed so the horizon stays level. Pair with a slow light or fog animation for extra life. --- ## 13 · 3D-print-ready STL Export the terrain as a watertight solid for a slicer. | Control | Value | Section | |---|---|---| | Oblique 3D raymarch | on | — | | Mesh → Height | **0.25** | Mesh export | | Mesh → Smoothing | **0.5** | Mesh export | | Mesh → Detail (grid) | 768 | Mesh export | | Mesh → File size cap (MB) | 25 | Mesh export | | Mesh → Underside | 0 (flat back) | Mesh export | Click **Export mesh (OBJ / STL)…** and choose **STL**. **Why:** printing wants a moderate relief height and ~0.5 smoothing so dendrites merge into printable ridges rather than fragile spikes; the file-size cap clamps the grid so the STL stays sliceable. A flat back sits stable on the bed. > [!WARNING] > Very high **Detail (grid)** with low **Smoothing** produces thin, fragile > spikes that may not print. Keep smoothing ≥ 0.4 for physical prints. --- ## 14 · Bas-relief OBJ plaque A double-sided decorative panel with a contoured back, colored for rendering. | Control | Value | Section | |---|---|---| | Oblique 3D raymarch | on | — | | Isolate object | on (optional cutout) | Relief 3D | | Mesh → Height | 0.18 | Mesh export | | Mesh → Smoothing | 0.6 | Mesh export | | Mesh → Detail (grid) | 1024 | Mesh export | | Mesh → Underside | **0.7** | Mesh export | Export as **OBJ** (keeps per-vertex color + smooth normals). **Why:** a low mesh height reads as a clean bas-relief from any angle; the **Underside** contours the back with the same smoothed relief so the plaque has depth on both faces; OBJ carries the themed vertex colors into a DCC app. --- ## Troubleshooting | Symptom | Cause | Fix | |---|---|---| | Terrain looks flat | Camera elevation too high | Lower **Camera elevation** to 25–40° (raymarch), or **Light elevation** (screen-space). | | No shadows | Shadow strength 0 (screen-space) / no shadow steps (raymarch) | Raise **Shadow strength**, or **Shadow steps** in Lighting & FX. | | Spiky needle-forest at small window | Display-res field undersampling | Turn on **Hi-res height field**, set **Field floor** ~1080. | | Boundary is all spikes | Height curve = Linear | Switch to **Log** (or **Sqrt**). | | Streaky "arms" at frame edges | Structure running off-frame | Raise **Edge fade** (0.1–0.2). | | Relief barely visible | Height scale too low / busy theme | Raise **Height scale**; use a smooth relief theme. | | Title shows `[RELIEF GPU OFF]` | GPU relief toggled off | `Ctrl+Shift+G` (or Control Center checkbox) to turn GPU back on. | | Background won't go transparent | Sky backdrop / ground plane on | Turn **Show sky backdrop** OFF (Lighting & FX) and **Base ground plane** OFF with **Isolate object** on. | | Mesh spikes won't print | High detail + low smoothing | Raise **Smoothing** to ≥ 0.4; lower **Mesh height**. | | Slow render | High resolution × Anti-alias² + heavy FX | Tune at Anti-alias 1; raise for the final frame; keep GPU relief on. | --- ## See also - [Relief 3D Guide](Relief3D-Guide.md) — what every control does + how it works. - [Volumetric Lighting Cookbook](Volumetric-Lighting-Cookbook.md) — fog + god-rays for [Recipe 6](#6--foggy-valley-with-god-rays).