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System: attractor

Structural

ParameterDefaultRangeWhat it doesGroup
tuple0Picks a whole known-good figure - family, coefficients and framing together.shape, main
palette_steps00 – 16Quantizes the palette into this many flat bands; 0 leaves it continuous.colour

Modal

ParameterDefaultRangeWhat it doesGroup
a0de_jong -3 – 3; clifford -2 – 2; thomas 0 – 0.25; lorenz 5 – 20; inert on fern, tree, dragon, sierpinski, spiralFirst of the four family coefficients; what it means depends on the attractor family the tuple picked.shape
b0de_jong -3 – 3; clifford -2 – 2; lorenz 20 – 130; inert on thomas, fern, tree, dragon, sierpinski, spiralSecond family coefficient - see the roster’s attractor essay for what each family does with it.shape
c0de_jong -3 – 3; clifford -2 – 2; lorenz 0.5 – 4.5; inert on thomas, fern, tree, dragon, sierpinski, spiralThird family coefficient, and on the IFS figures it means nothing at all.shape
d0de_jong -3 – 3; clifford -2 – 2; inert on thomas, lorenz, fern, tree, dragon, sierpinski, spiralFourth family coefficient; like the other three it is inert on the IFS figures.shape
size10 – 4Size of each particle’s deposit into the accumulation.shape, main
hue00 – 1Where this scene reads from the palette, as a coordinate along it rather than a colour.colour, main
brightness10 – 2The scene’s overall light level, multiplying what it draws before the composite.light, main
fade0.940 – 1How much of the accumulation survives each second; near 1 the figure builds up for a long time.light
hue_spread0.150 – 1How far across the palette the particle band reaches.colour
hue_center0.0750 – 1Where that band sits along the palette.colour
saturation10 – 1Pulls the scene’s colour toward grey; 0 is fully desaturated, 1 is the palette’s own.colour
palette_mix00 – 1Crossfades from the preset’s palette to its second one; 0 is the first, 1 the second.colour
palette_contour00 – 1Draws a line at each band edge when the palette is stepped; 0 draws none.colour
zoom10.25 – 4Scales the whole scene about its centre; above 1 fills more of the frame.shape
pan_x0Slides the whole scene sideways, in the scene’s own units rather than pixels.shape
pan_y0Slides the whole scene vertically, in the scene’s own units rather than pixels.shape
reseed00 – 1Crossing zero throws every particle back onto a fresh start position.motion
perspective00 – 1How strongly depth shrinks a particle, turning a flat figure into a solid one.shape
focus0.50 – 1Where the focal plane sits in a 3D figure’s depth: 0 at its nearest point, 1 at its farthest.light
aperture00 – 24The blur of a 3D figure’s far side, in pixels; its near side blurs more, up to the tier’s cap. Inert on the flat maps.light
depth_fade00 – 1How much depth dims a particle, which is what reads as air between the layers.light
depth_hue0-1 – 1Shifts colour with depth, so far parts of the figure sit elsewhere on the palette.colour
spin0-2 – 2Turns per second the figure rotates by about its vertical axis.motion, main
morph00 – 1Travels between the tuple’s figure and the next one; the visible rate is steepest near zero.motion
curl0-2 – 2Adds a rotational term to the map, curling the trajectories.motion
vigor10 – 4How far a particle moves per step, so higher spreads the figure and thins it.motion
lean0-1 – 1Tilts the map, breaking the figure’s symmetry.motion
bias0-1 – 1Offsets the map, sliding the figure within its own attractor.motion
map_tint00 – 1How much a particle’s colour follows which branch of the map produced it.colour
map_hue0-1 – 1How far apart on the palette those branches are placed.colour
root_tint00 – 1How much a particle’s colour follows the seed it started from.colour
root_hue0-1 – 1How far apart on the palette those seeds are placed.colour
emergence80 – 60How many seconds the figure takes to settle out of its starting cloud.motion
fb_zoom10.9 – 1.1Scale the attractor’s own accumulation is grown by each second.post
fb_rotate0-1 – 1Turns per second that accumulation is rotated by.post
fb_dx0-1 – 1Sideways drift of that accumulation, in frame widths per second.post
fb_dy0-1 – 1Vertical drift of that accumulation, in frame heights per second.post
fb_center_x0.50 – 1The horizontal point its zoom and rotation pivot about, in uv.post
fb_center_y0.50 – 1The vertical point its zoom and rotation pivot about, in uv.post
fb_warp00 – 0.5Amplitude of a swirl added to its feedback sample, so the trail curls.post

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