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System: voxel

Structural

ParameterDefaultRangeWhat it doesGroup
rule00 – 7Which of the [voxel] rules runs, counting from 0; past the list’s end it runs the last. A change takes effect at the next generation.shape, main
palette_steps00 – 16Quantizes the palette into this many flat bands; 0 leaves it continuous.colour

Modal

ParameterDefaultRangeWhat it doesGroup
step_rate80 – 30How many generations the automaton runs per second, whatever the frame rate; 0 freezes it.motion, main
reseed00 – 1A rise past 0.5 fills one ball of the cube with fresh seeded cells, once per rise; bind an onset or a beat to it.motion
reseed_radius0.250.05 – 1The radius of the ball a reseed fills, as a fraction of the cube’s half-side.shape
cut00 – 1How much of the cube a section plane hides, so the inside shows: 0.5 cuts it through the centre, 1 hides it all, 0 is off. Only the view is cut; the automaton runs on.shape, main
cut_yaw00 – 6.2831855Which way the section plane faces around the cube’s vertical axis, in radians: the side it hides. It turns with the cube, not the camera.shape
cut_pitch0-1.5707964 – 1.5707964How far the section plane’s hidden side tilts up toward the cube’s top, in radians; negative tilts it down.shape
shell_gain00 – 4How strongly the spectrum lights the cube’s radial shells, bass at the centre and treble at the faces; 0 leaves the light as the cells give it.light
density10 – 8How strongly the volume absorbs the light behind it, per unit of the cube’s width; 0 is pure additive glow with no front or back.light, main
trail0.60 – 1How much of its light a decaying cell keeps at each stage of its decay; 0 draws only the live cells.light
age_tint0.30 – 1How far along the palette a cell’s colour travels as it ages; a decaying cell takes the far end.colour
hue00 – 1Where this scene reads from the palette, as a coordinate along it rather than a colour.colour, main
hue_spread0.30 – 1How far along the palette the colour travels from the cube’s centre to its corners.colour
brightness10 – 2The scene’s overall light level, multiplying what it draws before the composite.light, main
key1solid 0 – 4; inert on glowHow strongly the key light lights a solid face turned toward it; 0 leaves only the ambient light.light, main
ambient0.3solid 0 – 1; inert on glowThe light every solid face gets whichever way it turns; 1 with no key light draws each face in its own colour.light
ao1solid 0 – 1; inert on glowHow far the cells around a solid face darken its ambient light toward the creases and inner corners; 0 is none.light
bounce0solid 0 – 2; inert on glowHow much light a solid face takes from the live cells in front of it, so a structure glows onto itself; soft, reaching a few cells and through thin walls. 0 is off.light
light_yaw-0.6solid -3.1415927 – 3.1415927; inert on glowWhere the key light stands around the viewer, in radians: 0 behind the camera, positive to its right. It turns with the camera.light
light_pitch0.6solid -1.5 – 1.5; inert on glowHow far above the viewer the key light stands, in radians; negative lights from below. It turns with the camera.light
yaw0-3.1415927 – 3.1415927Turns the camera around the scene’s volume, in radians; bind it to a slow clock to orbit.motion
pitch0.25-1.55 – 1.55Raises the camera above the scene’s volume, in radians; negative looks up from below.motion
distance3.51.5 – 8How far the camera sits from the centre of the scene’s volume; nearer exaggerates the perspective.motion
fov0.80.2 – 2The camera’s vertical field of view in radians; zoom divides it.motion
focus0.50 – 1Inert on voxel: depth of field blurs each drawn primitive, and the march draws none.light, main
aperture00 – 24Inert on voxel: depth of field blurs each drawn primitive, and the march draws none.light, main
fog00 – 1Fades the volume toward black with depth: at 1 the cube’s farthest point is black and its nearest keeps its light. 0 is off.light
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
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

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