Karma Droste Lens Shader

Karma Droste Lens Shader

by tomminor 0 Comments

More detailed blog post here (still a WIP effect)

A fun test for the Think Procedural January 2021 challenge “Fractals”. The actual fractal is just a raymarched mandelbulb projected as Houdini geometry, if I had more time this would be something more exotic than just a mandelbulb but I still think it looks cool 🙂

The novel thing here is a custom Karma lens shader that gave me the excuse to delve into the SideFX physical lens and modify it a bit.

Here’s an earlier test that makes the effect more obvious

Experimenting with GLSL Fractals

Experimenting with GLSL Fractals

by tomminor 0 Comments

As preparation for my upcoming Major project, I’ve been looking into fractals. Specifically, how to calculate them in a shader in real-time.

2D Mandelbrot/Julia

You can read about my experiments with 2D fractals here.

Raymarching 3D Mandelbulb

Recently I’ve moved onto rendering 3D fractals, in preparation for a fractal lookdev tool I will be developing for my Major project. You can see the result of raymarching in a GLSL shader embedded in Qt here: