Effects and Refinements
Techniques for shaping how a rendering looks — lighting blends, surface treatments, and transitions between visual states.
Mixed lighting
open full size ↗Enables transition between different looks by mixing a phase portrait against one of three selectable environment models.
Environment models
The transition always runs between the phase portrait and whichever of the other models is selected — never between two non-phase-portrait models.
- Phase portrait — treats the frequency spectrum as an environment map, projecting the audio's tonal character onto the surface as a slowly shifting spherical light field. Always sits at the 0 end of the mix.
- Anisotropic wave — generates a rainbow-spectrum directional wave driven by bass and treble amplitude, producing vivid rapidly cycling colors.
- Drifting caustic — seven waves drifting at different rates, sharpened into shifting light-and-dark bands.
- Prism rainbow — a plain spectrum band wrapped around the environment sphere like a slice through a rainbow, red at one pole and violet at the other.
- Rim light — a view-dependent silhouette glow that fires where the surface normal is nearly perpendicular to the camera ray.
Sliders
- Bg mix — blends the background from phase portrait (0) to the selected environment model (1).
- Obj mix — does the same for the object surface shading.
- Env model — chooses which of the three models above sits at the 1 end of the mix.
- Caustic sharp — Drifting caustic only: steepens the transition between its light and dark bands.
- Prism width — Prism rainbow only: how far the spectrum reaches from the equator toward the poles; 0 collapses it to a line, 1 reaches both poles.
- Prism angle — Prism rainbow only: spins the whole environment sphere around the depth axis, rotating where the poles sit.
- Rim light — intensity of the silhouette glow, added on top regardless of the other sliders.
- Rim width — angular spread of the rim; higher values widen the glow across more of the surface.
- Grayscale — desaturates the full frame.
Camera motion
open full size ↗A sandbox for exploring camera motion on any shape. Dragging orbits the camera, right-dragging pans, and scrolling zooms; orbit and direction sliders stack on top of the mouse position.
Controls
- Orbit X / Y / Z — constant rotation rates around each axis; set negative for the opposite direction. Reset button returns each to zero.
- Direction H / V — offsets the look target left/right and up/down relative to the camera's current orientation, so the view always tilts toward that side of the world center.
- Sound zoom — scales the camera distance by the current amplitude; higher values pull the camera in more on loud transients.
- Sound pan — shakes the view using the stem's amplitude and frequency content.
- Stem — selects which stem drives the camera effects above.