Any monkey can generate fractals by merely pressing a button, as they can pick up a camera and take a snapshot. In fact, we would only need the machine to get the image. But none of them will be able to manipulate the formulas to his whim; combine any algorithms, adjust any parameter, add or transform elements, apply variations, enter any symmetries, be able to use the color and the movement for the representation of certain objects. They will be images without will, they will not be impregnated with any character… they cannot discern.

Fractalina’s images are not spawned by random or created by artificial intelligence. These images are generated from sets of parameters and are the representations of linear and non-linear functions that have been constructed by algorithms, variables, sequences, symmetries, and a tireless and tenacious play of with polygons and trigonometry . The colors are also developed from a color algorithm. When the desired shape or object is achieved, the rendering process begins. The software and the computer will never do anything if nobody gives them the right commands.

Only the machine can complete the millions of calculations that are necessary to obtain the graphical interpretation of these recursive functions, but only the mind can understand the rules that are applied to these calculations, for only with the knowledge of these rules, observation, experimentation, and intuition will be possible to predict which type of response will be obtained. Technology provides us with the tool, it´s just an instrument, a toy by which we will be able to submerge in the infinity of forms and objects that are found in Chaos. The applications allow us the manipulation of formulas and parameters to create the desired shapes and forms. Inspiration, taste and sensitivity can never be provided by the machine.

"To be a good architect you must first be a good musician."


FRACTALINA has been on the web since the Fall of 2005 and in these years has published more than 500 original objects.

Currently the website exhibits more than 270 mathematical objects distributed in 7 collections.

If you want to know more about FRACTALINA you can visit our "History".



FRACTALINA mathematical objects correspond to a single function or mathematical model with a color algorithm, with no added layers or textures afterwards. There is nothing else. Only numbers.

Another peculiarity of FRACTALINA is that most of its mathematical objects are connected, with the added difficulty that this implies. Only in this way it is possible to present images of complete figures, of a single piece, whole fractal objects in which its origin and complete development can be appreciated, and not only a part of it. In this way it is possible to acquire a global and unitary vision of the forms of the object. That is, the infinite trapped in finite objects.

Some of these original objects represent geometric figures always present and known for millennia; but they can also be the snapshot of a non-linear system at the moment of the appearance of bifurcations, objects with refractory trajectory processes, structures that self-organize at a precise moment or systems with dynamics that feedback on themselves. Each of these geometric objects are codes in themselves, as well as maps for the mind and consciousness.

FRACTALINA offers mathematical graphic representations of perceptible and observable phenomena and patterns of Nature, as well as exploring the different possibilities of organization that exist beyond our consciousness and perception. Along with the search for extraordinary objects, underlies the intention to simulate through the multi-dimensionality of these infinite geometries, of these archetypes, the way in which our reality is constituted: the movement that predetermines the form and the geometry that precedes the symbol.

FRACTALINA is an invitation to the development of symbolic and poetic thought, to non-linear thought; a challenge to the capacity of abstraction for analysis and introspection; a place for the approach to the subtle reality that surrounds us, an instrument to dazzle the infinity of human consciousness and to perceive the true sense of Eternity. A powerful tool to reintegrate the senses with the spirit.


Art has always followed the path of the discoveries of Science as a source of inspiration for its works. 

Artists have always used the technology of their time and invented new methods for the creation of their works.

Also, the different scientific revolutions, theories and hypotheses of science have always been reflected in Art throughout history: Renaissance, Impressionism, Cubism, Surrealism, Futurism... and today, the environments, tools and working equipment of two ways of understanding and describing the world we live in are almost identical. The incorporation of technology into Art appears throughout the history of humanity.


Art is a basic need of the human being: it is the bridge that unites the subtle worlds and the perceptible world,

and not only must it be significant beyond its own appearance and aesthetics, it must move; besides being unifying in the original and ancestral sense of Art, in its magical-ritual function of union with what transcends us, and also with the divine.


Synthesize ideas and concepts through geometric figures and objects in an artistic project to achieve a unique sensory experience, through which intuitively acquire an understanding of the world and know the physical reality that underlies the dynamics and natural forms.

To have and use the technological progress of our time to create authentic visual, mental and mathematical delights that would otherwise be impossible to create, allowing us to reach higher perceptive levels and mental states.

To offer an ART that is an instrument and mechanism of spiritual transformation.


Art Direction & VFX



Born in Granada (Spain) with 20 years professional experience in Advertising and Audiovisual Media, has worked in Post-Production for Feature Films, Communication and Branding Strategies.

He has launching campaigns images and design for print and web, storyboards, illustrations, and television commercials for brands including Intel, Jaguar, Citroën, Hertz, Sanyo. He has also worked in VFX as FX Supervisor, Matte Painter and Concept Artist. His last works for the cinema have been for the films «CONAN The Barbarian» and Francis Ford Coppola´s «TWIXT».

In 2005 he released FRACTALINA, a collection of original and highly complex forms and impossible objects, fruit of his passion for geometry. Two years later he was one of the winners of the «Benoit Mandelbrot Fractal Art Contest», and he was given the opportunity to meet the discoverer of fractal geometry, Benoit Mandelbrot in person.



Time is Now.