Generator node new in 3.1

Spectral Fluid

A living fluid stirred by scale: Audio's bass turns one great slow swirl, its mids a few eddies, its highs only a shimmer of tiny ones — the music's spectrum becomes the flow's. Bass, Mid and High scale each band. Kick, Snare and Hat take drum hits (Audio Beat Detection — its Prob outputs make the best punch): kicks turn the great swirl, snares the eddies, hats the tiny ones, by Hit Force. Stir adds a steady stirring on every scale on top of all that; Settle is how many seconds the flow keeps going once the stirring stops. Force Mode Jet pushes a stream from Position X/Y toward Direction (the bass, the kicks and Stir drive it; Emit lets it carry ink), Vortex spins there — cable a hand or the mouse into Position. Color Mode paints the flow with your Gradient: by ink brightness, by swirl direction or by speed; Palette Shift turns the palette. Dye shows the motion: built-in colours, a Dye Image mixed in continuously (a camera melting into the flow), or a Drop of colour on each trigger. Viscosity calms the small eddies, Fade lets the dye go, View shows the swirls themselves. The field is periodic: it fills any picture seamlessly.

Inputs

PortTypeDefault
EnableOff: the picture is cleared and the flow pauses.booltrue
AudioAudio FFT data (or any list: its first three values). Bass stirs the one great swirl, mids a few eddies, highs only tiny ones.structure—
BassHow strongly the bass stirs the largest swirl. 0 = not at all.float1
MidHow strongly the mids stir the middle eddies.float1
HighHow strongly the highs stir the finest eddies.float1
StirA steady stirring of every scale, ADDED to whatever Audio and the drum hits do. 0 = no extra stirring — the music still moves the flow. To see the flow come to rest, also silence Audio and the hits; Settle sets how fast it stops.float0
ViscosityHow thick the fluid is: higher calms the small eddies sooner. 0.015 = lively water. 0–1.float0.015
SpeedTime scale: 1 = normal, 0 = frozen, 2 = twice as fast. 0–8.float1
Dye ImageAn image melted into the flow continuously (a camera, a text, a picture).image—
Dye MixHow much of the Dye Image flows in each second: 0.05 = a slow haunting, 1 = the image almost holds still.float0.3
FadeShare of the dye that stays each second: 1 = it never fades, 0.5 = halves every second.float0.95
DropEach rising edge drops a blob of Drop Color somewhere new (cable a Beat or a Tonal Onset).boolfalse
Drop ColorThe colour of the drops.color—
Drop SizeThe drop's radius against the field. 0.005–0.5.float0.05
ViewDye: the coloured fluid. Vorticity: the swirls themselves, teal one way, amber the other.int0
ResolutionCells across the field: 128 is lightest, 512 finest. The look stays the same, only sharper.int256
ResetA rising edge starts over: still fluid, the first colours.boolfalse
KickDrum hits for the great swirl: cable Audio Beat Detection's Kick Prob (a punch that fades) or Kick (a pulse). 0–1.float0
SnareDrum hits for the middle eddies: Audio Beat Detection's Snare Prob or Snare.float0
HatDrum hits for the tiny eddies: Audio Beat Detection's Hat Prob or Hat.float0
Hit ForceHow hard the drum hits stir. 3 = a clear punch on a strong kick; not clamped above.float3
SettleSeconds the flow keeps moving once nothing stirs it (it loses about two thirds of its motion in that time). 0 = it never slows down. 3 by default.float3
GradientYour palette (a Gradient node). Used when Color Mode is not Dye; empty = deep blue → teal → white.structure—
Color ModeDye: the coloured ink as it is. Ink → Gradient: ink brightness picks the colour. Swirl → Gradient: one spin direction takes the start of the palette, the other the end. Speed → Gradient: calm water the start, fast streams the end.int0
Palette ShiftTurns the palette round (wraps at 1) — cable an LFO for slowly cycling colours.float0
Ink GainBrightens or dims what the palette reads (ink, swirl or speed). 1 = as is. 0–4.float1
Force ModeWhere the force comes in. Turbulence: everywhere, by scale. Jet: a stream from Position toward Direction. Vortex: a spin at Position. In Jet and Vortex the bass, the kicks and Stir drive it; mids and highs still add their eddies.int0
Position XJet / Vortex position across the field: −1 left edge, 0 centre, 1 right edge. Cable a hand or the mouse to steer it.float0
Position YJet / Vortex position: −1 bottom, 0 centre, 1 top.float0
DirectionWhere the jet points, degrees clockwise from pointing right: 0 = right, 90 = down, 180 = left, 270 = up.float0
WidthHow wide the jet or vortex is, as a share of the field. 0.005–0.5.float0.08
PushHow strongly the jet or vortex drives. Negative turns a vortex the other way (counter-clockwise) and a jet backwards.float1
EmitHow much Drop Color ink the jet or vortex carries while it drives. 0 = none, 1 = a full stream of colour.float0.5

Outputs

PortType
Imageimage
WidthHow wide the jet or vortex is, as a share of the field. 0.005–0.5.float
Heightfloat

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