Hello! I'm here from
Daniel White's article on mandelbulbs, which seems to be getting a lot of traffic lately. I've always appreciated fractals aesthetically, but the furthest I've gone with making them myself was making a simple colorized 2D Mandelbrot. However, these 3D fractals are something else again, and they're enough to inspire me to come here and take a look around. My own focus is in general software development; I'm good at a lot of things but not great at anything, basically. So I'm pretty sure I understand broadly how fractals work, but I could be wrong.

I've seen the
massive thread on 3D fractals but haven't gotten around to reading it yet. Am I correct in my understanding that these fractals are generated by doing an inclusion/exclusion test for each 3D point in a given area, and generating a voxel if the point is in the volume? And then you get more detail by decreasing the distance between 3D points and/or increasing the number of iterations for each point.
My idea was to try to write a script for Blender (a 3D modeling program I use) to generate models of the fractals. This would make flybys trivial, and Blender has plenty of support for near material effects, though dynamically increasing zoom levels would be difficult. If you make a cube for each voxel, and then combine the cubes and remove interior faces, you can apply smoothing to create "landscapes" which should theoretically be amenable to inclusion in other 3D projects.
My second, impractical-due-to-cost idea was to make a 3D model of a fractal, and then find a 3D printing service to make a model that I could put on my desk. Painting it might be a bit tricky, though.

My third, impractical-due-to-time idea was to make a roguelike game set on a fractal, where the game gets more difficult as you increase your zoom level. That of course runs into problems like "how should equipment and enemies be fractal" but it's a neat concept to think of.