![]() Also took 90% of my ram to build and - oh, the joy of updating 8 object’s volumetric materials… Didn’t render the image with that good settings because the next idea was already around the corner Nevertheless it was good exercise to get the damned thing together in the end. It is mostly hollow and has a lot thin surfaces so it doesn’t look that good in Blender. To get higher resolution you can build the object up from smaller parts However this was a little painful and tricky road which tested my patience and I won’t bore you with the details, but this one’s 1500res and composed of eight parts each of 750^3 in resolution xD I tried it only with this one object which is the basic mandelbulb + few iterations of another 4D formula mixed. Then it came to me, well the limit for one voxel object might be 1000, but what if I compose multiple objects together? And yes, it works. This is the scene I rendered in mandelbulb:Īnd then the one in blender, as you can see it’s only one small part of the scene ![]() Here’s another test, again 1000^3 res, a part of a scene where multiple formulas were mixed. Here’s one of the first results I got with the default mandelbulb shape - it’s 1000^3 res Well with this method you are limited to volumetric material, but it can still look interesting with high densities. I tried 1200 with all kinds of tricks and image formats but to no avail, blender just crashed each and every time. After a lot trial and error I finally got it working, but to my small disappointment I discovered that max voxel image sequence size seems to be around 1000x1000x1000. To make the object show up in Blender, a volumetric material cube and voxel data texture in image sequence mode is needed. Lets say I’d use resolution 500, I’d get 500 pictures each 500x500 in size. In most of the cases cubic resolutions are what we want, which means it’s the same number for each dimension. You can choose the image resolution and also a kind of z-resoltion which is basically the number of slices. These slices are BW images where white (usually) means there’s material in that spot and black emptiness. ![]() Wait, what are voxel slices? Basically it means slicing your object into hundreds of thin slices and then later on you can glue them back together. Mandelbulb has a feature build in it to convert the geometry into voxel slices. Though the fractals most likely look the best rendered in Mandelbulb itself, I immediately wondered if the shapes could somehow be imported into Blender ![]()
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