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anyone on this board know anything about 3d fractals? especially in houdini and mandlebulb 3d.
Im looking for a reliable way to use them in realtime in ue4. I always used mandlebulb's voxel slicing to get a mesh, but thats quite messy.

Just started to learn houdini and its amazing how much easier stuff is. the downside here is that I have to program most stuff myself in order to make the fractals as modifiable as in m3d.

Any helpfull tips on how to approach this?

will keep an eye on this thread in case someone answers because I also have use for 3d fractals
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alright ill post a few of my findings.
I started off with m3d, and explained here how I used the mesh in ue4:
the issue here is that the mesh was super complex since there were a bunch of flipped vertices inside of the mesh. this made it impossible to unwrap (not even with unfold3D), and dynameshing it in zbrush didnt really help either.
Since I focused quite a lot on performance our team was able to use it without any issues.

I followed this tutorial to learn a bit about houdini:
and it seems like this just renders the outer shell of the fractal, meaning it should unwrap better.
Unfortunately, even after decimating it in zbrush it still crashes the 3dsmax unwrapper at 170k polygons.
atm im trying to uwrap in zbrush, since that tends to crash less.
left to try:
-figure out how to reliably unwrap the mesh
-praying to god the bake in substance works
-putting everything in unreal

once all of that works I need to learn how to expand the formula in houdini, because right now the code can only change the iterations of the mandlebulb. Already found a video on juliabrots, so ill check that out as well
One Guy do this
He open source
Other persons build fractals 3D on this voxel editor
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looks like substance is surprisingly forgiving :)
had to delete parts of the mesh in order to unwrap it. current mesh is 32k vertices, and the unwrap I did is really shit and has a bunch of artifacts. but im glad it actually works!
yea Im aware of all the fancy raymarching stuff, and Ill definetly take a look into it. But I doubt raymarching is more performant that an actual baked mesh tho (again, dont know much about raymarching so I could be horribly wrong)

that voxel editor looks really neat, but its not ue4. thanks for the help tho!
not really interested in this area but did do that entagma tutorial awhile back and eventually ended up at fractalforums via this thread:


hope you'll find something useful.
ah shit the houdini files are broken for me. A shame because that is exactly what I need. thanks a lot for the link tho!
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It appears to be working fine from me in H17. Just opened the file and it took a few seconds to compute.
glad it proved useful.

follow through to the fractalforums link in that thread and have a look around. there are formulas for mandlebulb variants.
whoops, didn't realise you weren't op. gonna get sum sleep.
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yea had to update houdini, works fine for me as well.
that file is basically what I already had myself, I was looking for a project file that already had a bunch of formulas added to the script. Guess im gonna have to add them myself :/
thanks for the help tho!

managed to make a decent unwrap, so I was able to add a trippy material in ue4 :) happy with the result, but I would love more control over it
>representing a 3D fractal as a mesh
for what purpose
it will look like shit (literally). They are made for raymarching since they are easily represented as distance functions.
I've got lore for instances of fractal constructs being spliced into the earth in normal reality, I could just make the fractal constructs myself but it piques my interest to have authentic fractal shit.
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>imagine bugs crawling out of all those holes
Could you show how you made the material? Is it procedural?
I always use texture samples but I need to learn more efficient methods.
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mostly just for fun experimentation, and I also would like to make cool environments. But yea it kinda looks like shit now :)
it looks pretty ok-ish with baked normals tho, and im sure it can still be improved a lot
yea its procedural. I just reused some stuff from a low poly water shader I made. pretty easy to do. I highly recommend to take a look at the ue4 material editor, very easy to use and incredibly fun :)
Oh, I meant entirely procedural, without a texture sample. I thought maybe you generated the displacement sample instead of using an image.

yeah, UE4 is a lot of fun. Ive been using it for the past few years for a game and am trying to use better design and upgrade the art style. Here is a more recent blueprint I've been working on, in a test map.
wow. he means why as a MESH
didnt mean to have that pasted

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