wanna show you an attempt to create a Mandelbrotset in 3d in blender game engine(Low Res).
Putting it in this section in the hope to discuss how it can be improved,
so that we maybe one day could use it to visualize fractals in Blender.
I used the OSL script from tree3d to render slice planes from the MandelBox Volumetric Shader.
Then I composed them to an image and put it in the “Volume Ray Casting” script by martinsh.
I think this is the first Fractal (3d) in Blender (Game Engine).
You can change the number of slices in line 56 of the “vol_raycast” script to get different patterns.
Here are some examples: 12,24,120,192,220 slices:
Thanks, you are absolutely right, in a limited space it is always only a piece of the fractal, of course.
In laymen terms:
For fractals there’s no limited space as they are kinda like ‘inner-dimensional’ (Fractal dimension). Is what a name ‘Fractal’ implies.
This is really cool, where do you learn how to make fractals? Like the maths behind it and what not? Any good recommendations?
Look at the OSL script from the MandelBox Volumetric Shader linked in post #1, this is not too complex, I guess.
Other than that, this could be a good start: Mandelbulb
I have not coded anything myself, I am more of a visual guy and I have more questions than answers.
For example, how is the Volume Ray Casting script calculating the 3d object out of the image(s)???
There are 96 pictures a 400px x 400px.
My goal is to get a better/finer quality, so I tried different formats, for example: TGA, PNG, but I dont really get better results in the final output.
Double the size of the image 8192 x 8192, 96 pictures a 800px x 800px, still didnt get better.
Any help would be appreciated.
Here is a colored version using the “Thermal Vision” Script of Smoking_mirror.
It is a custom filter with an always sensor attached to the camera.
IF you wanna change the color, change the values in the line 13-16.
Thanks, for sure an interesting read, but way over my head.
As mentioned in another thread by KWD it could be possible to visualise fractals in blender with the right programming skills, if I understand correctly.
Actually raytracing requires a different aproach than this, you have to estimate the distance where a given ray will be blocked by geometry, but space is virtually infinite so you have to point to a place and say, ok, my thing will happen about here around this place, so you begin to orbit your fractal at that point!