Use TurboWarp (https://turbowarp.org/458722063/fullscreen?turbo) or TURBO MODE I've been working on this for a long time now! Adjust the settings, and click "render" when you are ready to render. Here are descriptions of the different settings: Quick <––––> Multisample: 'Quick' sends one ray out of the center of each pixel, whereas 'multisample' sends multiple rays from random positions within each pixel, and averages them, to achieve unbiased anti-aliasing. You will be prompted to enter a sample count if this is enabled before rendering. Shading: In order to shade, the program has to send out two additional rays per pixel, calculate their deviations from the main ray, and use a cross-product to find the normal vector from the constructed tangent plane. Shading by itself will add a sense of realism and form to the object, but will multiply the render time by 3 times! Shadow Ray: The shadow ray is one additional ray sent out to test whether the fractal is blocking light from the point of intersection. This allows the shape to cast shadows onto itself. Plastic Specularity: Makes the surface a little bit shiny and uses fresnel reflectance, and is more realistic Ambient Occlusion: In more complex areas of the fractal, there tends to be less of a chance that a light ray entering that point will be able to escape towards the camera. Simulating this can add more form to the object, and make small holes darker, since light has a harder time escaping. This is approximated here based on the number of steps taken until collision, since more steps correlate with more complex geometry. However, this isn't very accurate so may not look very good. Fog: Well... fog. Specifically, the chance that light will not be absorbed nor scattered when traveling the distance equal to the side length of the fractal. Fog is assumed homogenous for simple calculation. Fractal Iterations: The number of iterations of the fractal. 4 corresponds to a detail of about 4 pixels, 5 corresponds of a detail of about 1 pixel, 6 corresponds to a detail of about half a pixel. These are just approximations, you can do your own experiments R G and B: The color of the fractal. Pretty self-explanatory XD Speed estimation hack: 1) Render at quick, with everything turned to 0 except for the number of fractal iterations. Record the render time in seconds. 2) If shading is enabled, multiply that number by 3. If shadow ray is enabled in addition to shading, multiply again by 4/3. Lastly, if multisampling is enabled, multiply by the number of input samples. The resulting time is the amount of time it will take to render with those settings.