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?
>>700412https://www.youtube.com/watch?v=E7YrvSZdKLs
>>700412Houdini 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.
Procedural
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