The [waterfall] table
The waterfall system draws the same band array spectrum does, but keeps its history: every
row_period seconds the current levels become a new row at the front of a landscape, and the older
rows step back from the camera until the oldest leaves. The table chooses how much history there is
and how finely it is cut:
system = "waterfall"
[waterfall]elements = 48 # bands across a row, 2..=64, default 48rows = 64 # rows drawn, the live front row included, 2..=1024, default 64row_period = 0.04 # seconds between two rows, 0.01..=2, default 0.04smoothing = 0.05 # per-band easing, as on [spectrum]; default: instant| Key | Values | Notes |
|---|---|---|
elements | integer 2..=64 | Bands across one row, from the bottom of the spectrum on the left to the top on the right. Default 48. |
rows | integer 2..=1024 | How many rows the landscape draws, the live front row included. Default 64. |
row_period | seconds 0.01..=2 | How often a row is pushed. With rows it sets how much time the landscape shows: the defaults hold about 2.5 seconds. |
smoothing | seconds, or { attack, release } | Per-band easing, in the same vocabulary as [smoothing]. |
Every key is optional and so is the table: system = "waterfall" alone draws the default landscape.
An out-of-range value is a surfaced load error naming what it expected.
Three things are worth knowing before you tune one:
- The front row is live and the rest are history. The newest row is the current eased level, redrawn every frame; a pushed row fades in over its first period and the oldest fades out over its last, so the landscape scrolls without popping.
- Depth is
row_spacingtimesrows.row_spacingin[params]is the world distance between two rows, so a long history at a wide spacing reaches far behind the camera’s focus.fadedims the far rows against the front edge, andline_widthnarrows with distance. - The tier caps the rows. A landscape is drawn from the same per-tier segment budget as the other
3D line systems,
elements - 1segments per row and twice that when solid, so arowspast what the tier allows is clamped and the app says so. A wide, deep landscape at a largeapertureis the expensive case.
The camera is the shared one: yaw, pitch, distance, fov, focus, aperture, fog and
solid behave as on plexus. The full parameter list is the waterfall table
of Parameter roster.
A solid landscape reads as terrain. With solid = "1" each row also lays a black band under
itself down to the ground, so a near row hides the rows behind it the way a ridge hides the valley
past it. Rows are ordered by where they stand, not by how tall they are, so a far peak never shows
through a nearer row. The bands cost segments too: a solid row draws twice the segments of a glowing
one, so the tier holds a solid landscape to half the rows, nearest first, and the app says so when
that bites.
fog and fade are different dimmers. fade dims a row by its age, oldest darkest. fog
dims anything by its distance from the camera. Seen from the front, the oldest rows are also the
farthest, so the two look alike. From the side they are not: fog darkens the far end of every row,
new ones included.
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