Geometry follows Auto-update; color changes apply immediately.
How edits affect renders
Flat Flame and Solid restart after an edit settles. With 4D or
Balloon geometry, changes apply the next time you enter that
renderer. Surface restarts without resetting the view; an
unsupported change returns to Points.
Adds and selects a new emitter transform.
How emitter shapes work
Emitter shapes and Surface → Shape trap use the same built-in
library and Custom shape composer for different purposes.
Select to edit
Sphere inversion
Construction edits regenerate Points (following Auto-update) and
restart Surface.
How sphere inversion works
A ring of mirror spheres inverts a seed shape repeatedly,
shrinking a copy into each gap. Turned on, it replaces the
transforms as the scene's subject; they return when it is turned
off. A 3D arrangement makes a 3D scene, a 4D arrangement a native
4D one; Depth sets how many inversions deep the copies go.
Material edits restart Surface; Points is unchanged.
Glass solid
Depth edits restart Surface; the kernels rebuild for the session's
maps.
How the glass solid works
Glass needs a solid with an interior, and an IFS attractor is
infinitely thin dust. Surface then renders the solid your maps
build, the shape the transmission walks through. Author Glass on a
map to see it. Against a dark backdrop, light a checker floor
behind the object; the glass presets and starters arrive with one.
Xaos
Changes update Points immediately.
How Xaos works
Enable Combine systems under Systems to add an isolated block,
then tune the links between its transforms here. Leak controls
make broad changes; the matrix provides precise control.
Advanced: chaos matrixCloudScene color
Changes apply immediately in Points.
How Points color works
These controls color the Points view. Each other renderer has its
own Scene color section.
How W-depth color works
Cool and warm colors show opposite sides of W; dim gray is near
W = 0. Layers add where the projection overlaps.
Flat Color Mode stays saved. Use 4D Color here; Surface has its own
color controls.
Shared custom gradient; Balloon has its own.
Axis Colors
Balloon
Changes apply immediately in Points.
How Balloon affects renders
Balloon changes are immediate in Points and Solid. They restart
Flame. In Surface, on/off and palette changes restart the render;
size and tint stay live.
Balloon has its own custom gradient.
Tint 0%
Atmosphere
Shared custom gradient; Balloon has its own.
Backdrop Colors
Tint 0%
Lighting
Place lights in Points; edits apply on the next Surface render.
Using light guides
In Points, opening this section shows labeled Key and Rim disks
with arrows pointing out of the emitting face; adjust position,
aim and disk radius below. In 4D, lights stay in the displayed 3D
space as the scene rotates or slices. Close the section to hide
the guides; saved images and thumbnails omit them.
Changes affect only Surface and apply immediately. Environment is
Surface-only.
Symmetry · 4D
Changes apply immediately in Points.
How to add 4D symmetry
Set Order to at least 2-fold, then choose XW, YW, or ZW—or raise
Twist above 0. A change between 3D and 4D regenerates Points
before another renderer can use it.
Escape chain twist
Applies to the Surface escape-time and Mandelbulb renders; edits
restart it.
What the twist does
Every link's step rotates the orbit point by a fixed angle and
shifts it, so the chain's escape set bends as a rigid whole — the
"rotation applied to point p" recipe, generalized past the twisted
Menger carve.
Menger carve
Replaces the transforms in Surface; edits restart it.
What the carve does
The classic Menger sponge carve with a fixed rotation applied to
the query point between levels — the exact construction the
twisted-sponge presets approximate. A w turn or offset lifts it to
the 4D hyper-Menger.
Sphairahedron
Points redraws (following Auto-update); Surface restarts on release.
What the sphairahedron does
A prism of mirrors and spheres, tiled by inverting in its faces;
the drawn set is the limit of that tiling. A finite inversion
sphere closes it into a quasi-sphere; without one the set runs off
unbounded (a terrain).
Space tiling
Every render mode draws it; this hint updates to the active
renderer's timing.
How tiling works
A reflection group folds space into its fixed chamber and repeats
the chamber's fractal piece; the mirrored lattice repeats it in x
and z (and w in 4D) across a bounded window. The content clip
trims the piece without reshaping the chamber; a clip that admits
nothing is reported, never replaced by the untiled attractor.
Hybrid schedule
Choosing a source copies it. Changes update Points immediately.
How the schedule works
System B is an affine-only snapshot. Depth controls how many
randomly chosen B maps bend each plotted point after the main
system.
Depth
Aerial Haze and Eye-Dome Lighting are unavailable in 4D; those
choices stay saved. Use Glow, Depth of Field, or Depth fade.
Scene color
Shared custom gradient; Balloon has its own.
BlurScene color
Shared custom gradient; Balloon has its own.
Shared custom gradient; Balloon has its own.
Axis Colors
LevelLighting
Changes affect only Solid and apply immediately.
Floor
Balloon temporarily hides the floor without clearing settings.
Scene color
Shared custom gradient; Balloon has its own.
Shape copies
Changing levels restarts Surface. Scenes with only emitters need
level 0.
Shape trap
Choosing a shape restarts Surface; its pose and fade stay live.
How shape traps work
Trap shapes use the same library and Custom shape composer as
Transforms → Add emitter shape, but color or carve the Surface
instead of emitting points.
Geometry requires conformal folds; color trapping works on other
systems.
Depth
Focus follows the Surface centre. Changes apply immediately without
retracing.
FloorQuality
Applies to settled renders and PNG saves; quick previews use 1
sample/pixel.
PerformanceView
Camera framing is saved with links and restored on reload.
Shift-drag rotates XW/YW; Shift-scroll rotates ZW. Framing is saved
with links and restored on reload.
Points layout
X, Y, and Z keep the same size at every depth. Current stays
perspective.
The camera is frozen during Flame accumulation.
Surface parks automatic motion so the render can settle.
Systems
Replace or explore
Adds a separate copy of the chosen system. Edit its links in Xaos.
CollectionTimeline
Add keyframes, then play the sequence or export it as a video.
Capture
Used by the next capture. Changing it during Flame restarts the
render.
Records Flame or Surface automatic motion, one fully rendered frame
at a time.
Share
Or drop a file anywhere on the page.
What is this?
Every shape here is the attractor of an
iterated function system (IFS) — a handful of
affine transforms: squashed, rotated, shifted copies of space. Each
wireframe guide box outlines where one transform squeezes the whole
scene.
The dots are drawn with the chaos game: drop a
point anywhere, then over and over pick one transform at random and
jump to where it sends the point, plotting every landing. The first
hundred hops are discarded while the point settles onto the
attractor (and a hop that flies off to infinity restarts from a
fresh random seed). Each hop looks random — yet because every
transform contracts space, the trail always condenses onto the same
shape.
More points just sample that same shape more densely. The Flame and
Solid modes run the very same game, accumulating hits into a glowing
2D exposure or a lit 3D density volume instead of dots.
Fractal Explorer is
open source
under the ISC license; the libraries it bundles keep their own —
third-party notices. Your scenes, gallery and preferences are saved in this browser
only; nothing is sent anywhere.
Collection
No saved systems yet. Roll “Surprise Me”, shape a system you like,
then ★ Save to collection to keep it here.
Evolution Lab
1 / 64 nodes
Pick a surrounding preview to make it the new center and generate
eight variations. Previews appear one at a time. Your exploration
history and A/B choices last only in this tab; reloading or closing
discards them.
Current scene is the lineage root.
About these previews
Previews show orbit geometry and By Transform identity color.
Surface finish and pattern, plus Flame/Solid color speed, appear
after loading the node in that renderer.
Collection saves only the current scene, not its branches or ancestry.
Compare and breed
A and B can name retained nodes or exact Collection scenes. Showing
either replaces only the canvas; the lineage selection and
Collection stay unchanged.
A · empty
B · empty
Pin the selected node as A or B to compare it full-canvas.
Pin both A and B to inspect crossover compatibility.
Future children must have a supported Surface route; degraded routes
are allowed.
Keep traits unchanged
Locks apply only to children generated next; retained nodes never
change.