Systems and their named parameters
Every parameter of every system, with the value it takes when a preset binds nothing, the range that reads, and what it does. This block is generated from the engine’s own declarations (ADR-0170) — the same ones the loader checks a binding against and the scene applies at reset — so it cannot name a default the engine does not use, and a parameter cannot be missing from it.
Each system’s parameters are printed in two groups (ADR-0180 rule 4). Structural parameters say what is drawn — a count, a mode, a family — and the engine rounds one to a whole number before the scene sees it, so easing one walks it through the intervening integers. Modal parameters say how it looks, and every value in their range means something. The distinction is worth knowing before you bind: backlog 0030 measured that presets binding audio to geometry score two to four times better on the animation metric than presets binding it to brightness, and these two groups are where that choice is visible. A parameter with an integer-sounding name printed under Modal is there because its scene reads the fraction; its own row says so.
The essays below the block are hand-written and are where depth lives: a line here is the definition, and the essay is the discussion.
Structural parameters say what is drawn — a count, a mode, a family — and the engine rounds one to a whole number before the scene sees it. Modal parameters say how it looks, and every value in their range means something. A parameter with an integer-sounding name in the Modal group is there because the scene reads the fraction; its own line says so.
In this section
- System: fragment_field
- System: swarm
- System: parametric_curve
- System: lsystem
- System: star_pattern
- System: reaction_diffusion
- System: attractor
- System: spectrum
- System: emitter
- System: shape_field
- System: warp_mesh
- System: shape_collage
- Engine stage: background
- Engine stage: trails
- Engine stage: kaleidoscope
- Engine stage: bloom
- Engine stage: composite
- Engine stage: tonemap
- Engine stage: ink
- fragment_field animation rates — field_speed and fold_speed
- Attractor depth: perspective, depth_fade, depth_hue, spin
- Attractor detail sharpness
- Swarm flow-field structure
- emitter — objects that spawn, fall, and die
- Shaped marks — the particle silhouette
- shape_field — the same roster, at frame scale
- warp_mesh — the past, resampled through a per-vertex grid
- shape_collage — flat opaque elements on their own paper
- Line-art parameter notes — strokes, joins, and per-scene shape
- spectrum — the frequency-axis readout
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