I began experimenting by mapping the number of iterations not to colors, but to the Y-axis of the screen, producing my first orthographic 3D Mandelbrot set. Due to performance limitations of the portable console and restricted engine, I eventually built a high-performance computer to continue my experiments.
I translated my renderer into Python, but quickly realized that Python’s interpreted nature made it too slow for the heavy calculations involved. I then moved on to Blender, where I used volumetrics and shader nodes to render not only Mandelbrots but also Mandelbulbs, the 3D counterpart. By experimenting with small changes in formulas and parameters, I discovered countless unique shapes, patterns and textures I had never seen before. While Blender’s raytraced volumetrics were slow, the results were strikingly detailed.
For even more efficiency, I tried specialized software such as Mandelbulber and Mandelbulb3D, which use distance-estimation raymarching to render 3D fractals much faster. However, I never managed to integrate my own modified formulas into these tools, so my most unique shapes remained Blender experiments.
Today I use Mandelbulbs as inspiration for other designs, as wallpapers, or as animated elements in my live visuals. I also developed a personal habit: whenever I encounter a new generative software, I try to recreate a Mandelbrot set in it. So far i rendered Mandelbrot sets with Grasshopper in Rhino3D, Unreal Engine’s Niagara systems, or using HLSL scripts for material shaders.













