Hi all,
I suppose I could find out which way a point will be projected since they are only going through a few iterations to reach the complexity I desire (4-6 for the most part, some are higher).
That's only 4-6 rotations and additions of the original value, so I could write out an algebraic equivalent (for each number of iterations/ bailout settings). From there we could map the direction the points will travel and perhaps find their acceleration; which is related to the angular velocity (change in angle multiplication) of the point in space. Of course, it's a little more complex than simple accelerations.

Working on an old formula trying to find out about it (did others work on this? I suppose I should read the whole original thread):
r2=sqrt(bail); // I set the "original" bail before this loop, avoiding an additional variable for bailout
// and I also set the original sx,sy,sz as pixelr,pixeli, and pixelj respectively before starting the loop
// pixelr is the x component, pixeli the y, pixelj the z, it's easy to make a julia of this...
theta=atan2(sx+flip(sqrt(sz^2+sy^2))); //flip means multiply the value by i
phi=atan2(sy+flip(sqrt(sx^2+sz^2)));
tango=atan2(sz+flip(sqrt (sx^2+sy^2)));
sx= r2^n * cos (n*theta) +pixelr; // n is the number of rotations and magnitude exponent... just like 2d complex equivalent
sy= r2^n * cos (n*phi) +pixeli;
sz= r2^n * cos (n*tango) +pixelj;
bail=sx^2+sy^2+sz^2;
You only get regular "bulbs" for odd powers of n (or mixing values....). Powers 5, 9, 13 .... seem to be the best for whatever reason, although I was playing with 11 recently. No great images. Basically lots of fractal type replication, but more like chasing a 2d mandelbrot set (you have to seek out the 3d equivalent of a "seahorse valley" instead of being able to zoom in anywhere in the fractal). There is fractally goodness along certain areas, but I haven't been able to go to deep with ChaosPro, get lots of clipping issues, etc.
I'm thinking the fractal is more symmetric at powers of 1+n*4 because these are the powers of the 2d mandelbrot set that are most symmetric. The spikes seem to be in areas that correspond to the bulbs breaking off the equivalent 2d mandelbrot, and the structured parts are in the corresponding valleys between the 2d mandelbrot bulbs.
I did notice that you can travel off too the side of the main pattern after zooming in a bit and find slightly different side patterns: keep in mind this is only at ~19-23 iterations, not 100-1500 iterations like the 2d mandelbrot when you start finding crazy new patterns in the valleys.
I also have lots of troubles with clipping (hit the "adjust" button a bunch of times and wait for the image to recalibrate, hoping that it hits the right range... patience is required) when I start getting up into "high" iterations (23 or so) as the adjust button apparently hits a maximum (both numbers are "0" after iteration 19 or 20 instead of being .00000001 and .0000000001 or whatever).
If you do explore the version: below is a z^9 and z^13 version, including an extreme zoom of the z13. You can see what I call escape (it's the opposite, I know) spikes, where the fractal's area is actually larger (so the spikes are the part of the set that DOESNT escape, but...) , and you can see the axes where fractally stuff happens. Apparently the 'escape' spikes are attractors that distort the fractally areas, although you probably need to zoom into the fractally areas a bit before going towards the escape spikes or you will simply enter an escape zone, which is pretty boring.
I also included a maximum zoom (for my software, you will see the weird lines that start appearing in the graphics and notice some clipping issues) z^13 (only 16 iterations for the high z^n value reaches max zoom detail). You can keep on zooming into the detailed areas (not the escape spikes: the escape spikes appear between the details, even when you keep on zooming in) that look a bit like the eye thingies that pop up in mandelbulbs. I assume you can zoom into the tentacle thingy coming out from under the escape spikes as well, but my software is maxed out and will introduce crazy-ass artifacts if I zoom more.
If you stay on the central point of one of the bulbs from the main figure, you can zoom (until my software maxes out: perhaps forever) and keep on finding the same bulb as a little bulb within the bulbs around it. I did this for the extreme zoom z^13 one, but traveled off to the side of the central bud and started selecting deviations from the main. If you deviate you can find replicas as well, just like in normal 2d mandelbrots.
I also included a couple of zooms of the batcave in z^9 in the post below.