Geometry & 3D node new in 3.1
Voxel Waterfall
Turns a picture into a sculpture of cubes that grows through time — put it inside a 3D Scene. Every advance freezes the Image (a Spectrum Slice, a silhouette, a depth map) as one slice of cubes wherever it is brighter than Threshold and pushes the older slices along: a held note grows a column, a rhythm ribs it, silence carves it. Direction sends the slices down like a waterfall, up like a tower, back into a tunnel, outward as growth rings or inward into a funnel; Twist winds them, Taper narrows or flares them. Past Collapse Start the oldest cubes fall (Gravity), tumble (Turbulence) and Dissolve — or, in Collapse Mode Flow Field, break loose and stream through a swirling 3D field like smoke or a river until their Life runs out. Advance on each beat, or Rate slices per second. Lit and shadowed by the scene; colour from the picture, by age through a Gradient, or one Color.
Inputs
| Port | Type | Default |
|---|---|---|
| EnableOff: the sculpture is not drawn (it keeps its slices). | bool | true |
| ImageThe picture frozen into each new slice: a Spectrum Slice, a Person Segmentation silhouette, a depth map, text. | image | — |
| ThresholdHow bright (or opaque) a pixel must be to become a cube, 0…1. | float | 0.3 |
| ChannelBrightness: a pixel's brightness over black (a Spectrum Slice, a camera). Alpha: its opacity (a keyed silhouette). | int | 0 |
| ResolutionCubes across the picture's width; the depth of the slice follows its proportions. | int | 96 |
| DepthHow many slices the sculpture keeps (8…1023) — its length in time. | int | 160 |
| RateSlices per second, always running. 0 = the sculpture grows only on Advance, beat by beat. | float | 30 |
| AdvanceEach rising edge (a kick, a beat, a note trigger, or a click) surges the growth: Advance Slices more in 0.2 s on top of Rate, so the beat's moment stretches out in the sculpture. Nothing halts between beats. | bool | false |
| FreezeHolds the sculpture as it is: no new slices, the turbulence stops. | bool | false |
| ResetClears the sculpture. | bool | false |
| SizeThe width of a slice in scene units. | float | 1.6 |
| GapSpace between cubes, 0…0.9 of a cube — 0 = solid strata. | float | 0.08 |
| DirectionWhere the slices travel: Down (a waterfall), Up (a rising tower), Back (a tunnel of time), Forward (toward you), Outward (the picture wrapped round a drum, each moment a growth ring — the newest inside, like a tree), Inward (the newest outside, the rings closing in). | int | 0 |
| TwistWinds the slices round the flow, degrees over the whole depth — a helix of time. | float | 0 |
| TaperScales the oldest slice by 1 + Taper: negative narrows to a point, positive flares like a bell. | float | 0 |
| Collapse StartWhere along the depth the cubes break loose, 0…1 (1 = never). | float | 0.75 |
| GravityHow fast the loose cubes fall away (d³ — slow, then a rush). In Flow Field: a steady drift the way the slices travel. | float | 1 |
| TurbulenceHow wildly the loose cubes tumble and drift. In Flow Field: how strongly the field carries them. | float | 0.4 |
| DissolveHow quickly the loose cubes shrink away. In Flow Field: how much of their Life they spend shrinking. | float | 1 |
| Color ModeFrom the picture: each cube keeps its pixel's colour. Age → Gradient: newest at the Gradient's start, oldest at its end. Color: one colour. | int | 0 |
| ColorThe cubes' colour (Color Mode Color); otherwise it tints them. | color | — |
| GradientThe palette for Age → Gradient (up to 8 stops). | structure | — |
| Roughness0 = glossy, 1 = matte. | float | 0.55 |
| Metallic0 = stone or plastic, 1 = metal. | float | 0 |
| EmissionSelf-light: the cubes glow in their own colour. | float | 0 |
| Cast ShadowsThe cubes throw shadows on the scene (and on themselves). | bool | true |
| Position XWhere the sculpture stands, scene units. | float | 0 |
| Position YWhere the sculpture stands, scene units. | float | 0 |
| Position ZWhere the sculpture stands, scene units. | float | 0 |
| Rotate YTurns the sculpture, degrees clockwise seen from above. | float | 0 |
| ScaleScales the whole sculpture. | float | 1 |
| OcclusionDarkens the corners of cubes deep in a groove or a crevice — counted from the neighbouring cubes themselves, so the shape reads even in flat light. 0 = off. | float | 0.8 |
| Facet JitterTilts every cube a few degrees at random, so a glossy or metallic sculpture glitters as you move round it instead of flashing all at once. Degrees, 0 = perfectly aligned. | float | 0 |
| Collapse ModeCrumble: the loose cubes fall, tumble and shrink. Flow Field: they break loose and stream through a swirling 3D field, like smoke or a river, until their Life runs out. | int | 0 |
| Flow ScaleSize of the field's biggest swirls, as a share of the slice width: small = tight eddies, large = broad rivers. | float | 0.5 |
| Flow DetailLayers of ever finer eddies on the big streams, 1…5. 1 = smooth rivers, 5 = ruffled filaments. | int | 3 |
| Flow SpeedHow fast the field itself changes shape. 0 = frozen streams the cubes keep following. | float | 0.3 |
| InertiaSeconds a loose cube takes to pick up the field's speed: small = swept away at once, large = drifts heavily into the stream. | float | 0.6 |
| LifeSeconds a loose cube flows before it is gone (each one ±25%). | float | 4 |
| StretchStretches the loose cubes along their motion away from the sculpture — the faster, the longer: streaks of the flow. It grows in with the Transition, so a cube that has just left is still a cube. | float | 0 |
| TransitionHow gently the cubes go into the flow, 0…1. The edge erodes in patches across a wide band instead of a flat cut; a loose cube first keeps moving with the sculpture, then the field takes over over a few seconds. 0 = an instant cut. | float | 0.5 |
| Advance SlicesHow many extra slices one Advance pushes, 1…64 — how far a beat stretches the sculpture. | int | 8 |
| WarpBends the field's streams into folds and hooks, 0…3 — the place the flow is read is itself pushed by a slower flow. 0 = straight streams. | float | 0 |
| Edge DetailA smooth main stream near the sculpture that frays into fine filaments toward its edges, 0…1. 0 = the same detail everywhere. | float | 0 |
| VortexSwirls the loose cubes round the sculpture's axis, strongest at its radius; negative turns the other way. | float | 0 |
| WindA steady wind that carries the loose cubes sideways, 0…3. | float | 0 |
| Wind DirectionWhere the Wind blows, degrees round the vertical axis. | float | 0 |
| Life ColorLoose cubes walk into the Gradient as they age, 0…1 — whatever their own colour (from the picture or one Color). Cable a Gradient to use it. | float | 0 |
| Flow FieldA Flow Field 3D: the loose cubes follow it instead of the waterfall's own field (Flow Scale, Detail, Speed, Warp, Edge Detail, Vortex and Wind then come from it). Cable the same field into a Particle System and cubes and particles flow as one current. | structure | — |
| MaterialCable a Material: its Roughness, Metallic and Emission dress the cubes, and its Color is Color Mode “Material Color”. Without one the cubes are plain. | structure | — |
Outputs
| Port | Type |
|---|---|
| Voxels | int |
| Slices | int |
Open Voxel Waterfall in the interactive catalog →
Voxel Waterfall is one of 381 nodes in Grafit Pro.
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