The classic “fractal flame” exposure: a soft, glowing 2D
image that converges through the frozen camera. For crisp lit
surfaces, switch to Solid. The live view is paused while Flame is
active — switch back to Points to keep exploring.
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Builds a lit, shadowed solid from the attractor’s density,
colored by the explorer’s Color Mode or a smooth gradient
palette. Keep orbiting while it converges — the light and surface
react live.
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The attractor as a true implicit surface, ray-marched live from a
distance estimator — zoom in and detail keeps resolving. With Quick
previews on, every move traces a coarse frame that sharpens to full
detail once you settle: a moment for most systems, minutes or more for
fold-heavy ones like Mandelbox KIFS. The readout below says how far
along it is.
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Transforms (4)
Transform edits stay available in every renderer. Points geometry
follows Auto-update. After an edit settles, flat Balloon-off Flame
and Solid restart; 4D or Balloon geometry waits for the next entry.
Surface re-enters without resetting the view and returns to Points
if the edited document becomes unsupported. Color and material work
runs only where the active renderer consumes it.
Shape catalog: emitter shapes here and trap shapes under Surface →
Shape trap come from one bundled library. Adding one creates and
selects a new emitter map.
Select to edit
Xaos
Add an isolated block under Systems; tune its transitions here.
Matrix and leak edits update Points live. Flat Flame or Solid
restarts when the edit settles; 4D or Balloon changes apply on next
entry. Surface re-enters or explains an analyzer refusal.
Advanced: chaos matrixCloudScene color
The scene's authored color for Points, Solid and 4D Flame. Points
edits apply live; an active Solid—or a 4D Flame—using its legacy
palette re-accumulates. The Surface view is colored by its own
Surface color section instead — except this section's Color
Contrast, which still sharpens a Surface Height or Radius source
live. Other edits prepare the next applicable view.
W-depth color = side of our 3-space:
cool −w · warm +w · dim gray ≈ w 0 (the legend
keys the active choice). Layers add up where the projection
overlaps itself.
Non-flat Points, Flame, and Solid use signed-W color, By Transform,
or By 4D Radius. By Height, By Position / Axis Colors, Uniform Cyan,
and Color Contrast have no non-flat path in those renderers; their
flat values stay saved. Surface uses its own Color source.
Shared Custom gradient. Every non-Balloon palette set to Custom
uses these stops; Balloon Custom stays separate.
Axis Colors
Balloon
Points and Solid apply active Balloon edits live. Flame on/off and
active edits restart the exposure. Surface on/off and active palette
edits re-enter the render; size and tint stay live.
Balloon-only Custom gradient. It does not change the shared
gradient used by other palettes.
Tint 0%
Atmosphere
Shared Custom gradient. Every non-Balloon palette set to Custom
uses these stops; Balloon Custom stays separate.
Backdrop Colors
Tint 0%
Symmetry · 4D
4D route: first set Order to 2-fold or more; then choose XW, YW or
ZW, or raise Twist above 0. Active Flame and Solid renders restart
for edits that stay in the same dimension. If an edit switches
between 3D and 4D, regenerate Points before re-entering a render.
Surface applies symmetry on its next entry; its button explains
eligibility immediately.
Hybrid schedule
A source choice installs an affine-only snapshot, not a live link.
Changes update Points live. Flat Flame or Solid restarts when the
edit settles; 4D or Balloon changes apply on next entry. Surface
re-enters or explains an analyzer refusal.
Depth
4D Points layers projected W slices additively, so it supports
fade-to-black only. Aerial Haze, Glow + Bloom / Brightness, Depth of
Field, and Eye-Dome Lighting are 3D-only; their values stay saved.
Tone
Shared Custom gradient. Every non-Balloon palette set to Custom
uses these stops; Balloon Custom stays separate.
BlurLevel
Shared Custom gradient. Every non-Balloon palette set to Custom
uses these stops; Balloon Custom stays separate.
Lighting
Solid keeps an independent lighting look for its voxel volume. These
controls update only the Solid renderer, live; Surface lighting is
preserved separately.
Surface color
Shared Custom gradient. Every non-Balloon palette set to Custom
uses these stops; Balloon Custom stays separate.
Shape copies
Shape trap
Shape catalog: trap shapes here use the same bundled library as
Transforms → Add emitter shape. Choosing None or a trap shape
re-enters Surface; size, position, mode and fade stay live.
Geometry is limited to conformal fold-only escape chains. Color
trapping still works on power and anisotropic systems.
Lighting
Surface keeps an independent lighting look for its analytic
material. These controls update only the Surface renderer, live;
Solid lighting is preserved separately, and Environment is
Surface-only.
FloorQuality
Used for full-detail settles and Save PNG. Quick previews stay at
1 sample/pixel.
PerformanceView
Saved view
Your current camera framing is included when you Copy Link, save a
scene file, or add to Collection or Timeline, and is restored with
the current scene on reload.
Saved view
Shift-drag turns the hidden planes (↔ XW, ↕ YW); Shift-scroll turns
ZW. This rotation and the slice framing are included when you Copy
Link, save a scene file, or add to Collection or Timeline, and are
restored with the current scene on reload.
Surface parks automatic motion so the render can settle. Manual
camera turns and, in 4D, rotor and slice controls stay live; your
setting takes effect again in Points or Solid.
Orbits the camera in 3D. In 4D, XY + ZW tumble replaces automatic
camera orbit to reveal the hidden axis; manual camera orbit remains
available.
Systems
Replace or explore
Loads morph in Points, then an authored Flame, Solid, or Surface
preset enters that renderer when its cloud lands. Random Drift stays
in Points; Collection Drift follows saved renderer tags.
Combine systems
Copies the chosen preset, saved scene, or current system into a
seated isolated block and rebuilds through Points; the source is not
a live link. Edit its transition links under Xaos.
CollectionTimeline
📍 Add keyframe captures the current view. Build a sequence, then ▶
Play it — or ⏺ Export it as a video clip.
Capture
Points, Solid, and Surface use this size on the next capture. An
active Flame restarts at the chosen size.
Share
Files also load by dropping them 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.
Mutations
Small variations of the current system — you are at the center. Click
one to morph into it; the grid re-seeds around your pick.