One vocabulary, two buffers — read this before debugging a feedback preset
The engine has two accumulations, and fb_* drives both.
- The
trailsstage, which every scene composites through. Off unless the preset bindstrails. - The
attractorscene’s own internal trail field, the one itsfadeparam has always controlled. Always on for that system.
They answer the same seven fb_* names and the same [feedback] warp, and each
transforms only its own buffer. So on an attractor preset that also binds
trails, a single fb_rotate = "0.8" turns two things at once — the scene’s
field about its centre, and the composited frame about its own — and what you see
is one motion on top of another.
That is the design (learn it once, use it in both places), but it is also the likeliest way to be confused by your own preset. When a feedback look is not behaving:
- Drop
trailsto0. Whatever still moves is the attractor’s own field, driven byfade. Tune that first. - Then bring
trailsback. Whatever is added on top is the stage.
Two asymmetries between the sinks are worth knowing:
[feedback] blendreaches the trails stage only. The attractor’s deposit is additive by construction — its points draw through an additive pipeline over the decayed bed — so there is nomaxto choose there.warpreaches both.- The stage only shows up when its tail outlasts the scene’s. Over an
attractor at
fade = 0.95, atrails = 0.9stage is an exact passthrough:max(cur, prev * 0.9)iscurat every pixel, because the scene already dimmed the frame by more than the stage would. If turningtrailson appears to do nothing, raise it above the scene’sfaderather than assuming it is broken.
Every other system has no accumulation of its own, so there fb_* means the
trails stage and nothing else.
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