This is for practicing shader math only: mirror cube.blend (867.8 KB)

I couldn’t find any relation between the numbers of the original mirror cube (edit: I found the solution):

- X 9:19:29
- Y 13:19:25
- Z 17:19:21

So I cheated it:

- X 1:2:3
- Y 2:3:4
- Z 8:9:10

This is infinite:

The displacement work best with the experimental feature “adaptive subdivision” of the subdivision modifier. Though I can’t get rid of these fragments:

And some random marks:

Simon Thommes helped me with the math.

Also a math reference: https://math.stackexchange.com/questions/2041988/how-to-get-inverse-of-formula-for-sum-of-integers-from-1-to-n/2041994