I am looking for one that looks similar to the ones I presented (i.e. grayscale one), yet doesn’t lose details when the max iteration go up. Some explanation on how it works will be sweet too (unless it’s too simple).
I’m really curious as to how you’re rendering that. Did you write that in JavaScript?
I don’t see something like that being viable to write in Roblox lua
im surprised you know how to code the mandelbrot set but not know how basic interpolation works. just get your epoch and divide it by the iteration. heres something i coded up in like 5 minutes in shadertoy
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 c = fragCoord/iResolution.xy;
vec3 s = vec3(0.0, 0.0, 0.0);
vec3 e = vec3(0.0, 1.0, 0.5);
c -= vec2(0.5, 0.5);
c *= vec2(3.5, 2.5);
c += vec2(-.75, 0.);
vec3 col;
vec2 z = c;
for (int i =0; i<50; i++) {
float d = z.y;
float temp = d;
d = z.x*d + z.x*d;
z = vec2(z.x*z.x+(temp*temp*-1.), d)+c;
if (length(z) > 2.) {
col = s + (e-s) * float(i)/50.;
}
}
fragColor = vec4(col,1.0);
}