ok i guess i'll post more of my mad science graphics programming experiments. This is a volumetric fractal projected inside of a cube in Unreal Engine, using a signed distance function derived by Inigo Quilez. It basically works by projecting the fractal onto the faces of the cube, with respect to the position of the camera in world space. It's a renderer inside of the standard Unreal renderer that renders onto a cube. And it's also a recursive fractal.

"Yo dawg, I heard you like rendering..."

it's not super practical though, cuz running it basically turns my fairly high end CPU into a convenient griddle for frying eggs and bacon. Its life begins and ends as an elaborate yo dawg joke. I made it so you can render while you render while you render while you render while you render while you render...