Animated 4D Fractals in Mesh Format to exist in Game Worlds is a dream from me and i want to make it true, because it will feel like experiencing a dream.
I personally use the Mandelbub3D Software to generate 4D Fractals for a 3D Mesh Export Format, but it is not possible to export a 3D Mesh Format 4D fractal Animation with Mandelbub3D. I will try to code with VEX a fractal in Houdini FX and animate it to export it with the Houdini Engine Plugin to Unreal Engine
Please tell me if you know a software that can create and export 4D fractal Animations in a 3D Mesh Format for exporting into Unreal Engine
If the 4th dimension is time, then there is literally nothing to this.
Export as a pivot painter material. Import it to the engine and play the animation over whatever time you want it to play at.
Also, lets not go around making idiotic terms so that people know what we mean when we say things? (More of a comment for whatever idiot came up with “4D fractals”. But really its a societal problem. If we shovel dirt in these type of people’s face we all live a better life. If we adopt their iodicy we all end up as idiots).
And on that note. There is probably nothing fractal about anything to do with this (based on google results).
Its literally the leaves of a tree moving with wind.
Content examples have (or had) a melting candle.
The exact same idea here.
If you want to introduce a real Fractal part to it. Then you need a system that generates geometry - as such you can code something up using the procedural mesh generator and re-using the same texture, which is the real “essence” of a fractal.
Its easier to fake this in 2d than it is in 3d ofc.
In 3d due to hardware limits you have a maximum vert count to respect…
Infinite geometry isn’t really a thing - but manipulating a vertex position over time is (and its relatively cheap).
So you can come up with actual fractal formulas that allow you to zoom in on a piece of geometry that re-arranges it self to re-present the same element over and over…
Start with exporting whatever you have as an alembic cache - the engine will play that over time without the need for pivot painter.