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how the fuck would you realize fractals in 3d software?
Do you literally have to program the shader or is there a way to do it with traditional array & parent/child methods?

And if you have to program the shader, is it just like Mandelbulb - where it's not a 3d model you can ever take out?

Afaik, the guys at guardians of the galaxy cheesed it by using Mandelbulb, rendering out a ton of angles and then putting those into a photoscanning program.

But there are projects by people who managed to get it into 3d games, so how the fuck did they do it?
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>>700412
https://www.youtube.com/watch?v=E7YrvSZdKLs
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>>700412
Houdini can do fractals, but it's not easy since you have to deal with the formulas, and it needs tons of RAM and CPU power for this.
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Procedural
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Codeparade did the fractals by coding another renderer with OpenGL. So either you make your own blender add-on for that or code your own renderer



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