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[non-Blender] Mandelbox Trip

Krzysztof Marczak created this video in Mandelbulber, an open source application to render 3D fractals.

About Mandelbulber:

Mandelbulber is an experimental application that helps to make rendering 3D Mandelbrot fractals much more accessible. A few of the supported 3D fractals: Mandelbulb, Mandelbox, BulbBox, JuliaBulb, Menger Sponge, Quaternion, Trigonometric, Hypercomplex, and Iterated Function Systems (IFS). All of these can be combined into infinite variations with the ability to hybridize different formulas together.

Link

17 Comments

  1. Really nice! Colors are a bit too muted for my taste but I like the idea, someone get some py scripts going for nice fractal generation :)

  2. Really impressive tool, I just wish I had some understanding of how fractals worked so I could do more than fiddle with the sliders

    • It seems to be internal only, if you could export the mesh, it would be massive, absolutely massive.

      It is pretty fun to work with though. You can zoom in, then zoom in some more ad infinitum.

  3. I always loved Mandelbulber as opposed to Mandelbulb3D for some reason, but cool exposure for it!
    @TaddMencer:disqus: Laurence is right, it would have a massive polycount. I've exported smaller fractals out of Incendia and they were still huge. It's best to render these right inside the program, you can change the lighting, etc.

  4. this is like diving into the ocean and discovering an ancient city, build by extraterrestrial entities, many centuries ago, even millennia.
    And the music brings us in that mood.
    Nicely done.

  5. Easily, one of the best fractal performances out there. And not just impressive geometry, but also great presentation (oh this mist). This video by Krzysztof is continuing to inspire!

  6. this is what got me started in 3D, about ten years ago. then i stumbled on wings, then blender. the mandelbrot stuff is amazing. so much you can do.I have a pretty good computer and it even grinds to a halt after awhile. cool to play around with though.

  7. Javier Diaz de Leon on

    As mentioned before, exporting to meshes should yield a very high number of polys, too high to work with comfortably. But if we could determine a the number of polys generated, and if the 3d meshes wanted were only to have a low number of faces then...
    I'd really like to know how to do that.

  8. The video was awesome, and the music gave it a great atmosphere, it also sounded like something you would hear in a Legend of Zelda dungeon.

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