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

PortTypeDefault
EnableOff: the sculpture is not drawn (it keeps its slices).booltrue
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.float0.3
ChannelBrightness: a pixel's brightness over black (a Spectrum Slice, a camera). Alpha: its opacity (a keyed silhouette).int0
ResolutionCubes across the picture's width; the depth of the slice follows its proportions.int96
DepthHow many slices the sculpture keeps (8…1023) — its length in time.int160
RateSlices per second, always running. 0 = the sculpture grows only on Advance, beat by beat.float30
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.boolfalse
FreezeHolds the sculpture as it is: no new slices, the turbulence stops.boolfalse
ResetClears the sculpture.boolfalse
SizeThe width of a slice in scene units.float1.6
GapSpace between cubes, 0…0.9 of a cube — 0 = solid strata.float0.08
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).int0
TwistWinds the slices round the flow, degrees over the whole depth — a helix of time.float0
TaperScales the oldest slice by 1 + Taper: negative narrows to a point, positive flares like a bell.float0
Collapse StartWhere along the depth the cubes break loose, 0…1 (1 = never).float0.75
GravityHow fast the loose cubes fall away (d³ — slow, then a rush). In Flow Field: a steady drift the way the slices travel.float1
TurbulenceHow wildly the loose cubes tumble and drift. In Flow Field: how strongly the field carries them.float0.4
DissolveHow quickly the loose cubes shrink away. In Flow Field: how much of their Life they spend shrinking.float1
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.int0
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.float0.55
Metallic0 = stone or plastic, 1 = metal.float0
EmissionSelf-light: the cubes glow in their own colour.float0
Cast ShadowsThe cubes throw shadows on the scene (and on themselves).booltrue
Position XWhere the sculpture stands, scene units.float0
Position YWhere the sculpture stands, scene units.float0
Position ZWhere the sculpture stands, scene units.float0
Rotate YTurns the sculpture, degrees clockwise seen from above.float0
ScaleScales the whole sculpture.float1
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.float0.8
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.float0
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.int0
Flow ScaleSize of the field's biggest swirls, as a share of the slice width: small = tight eddies, large = broad rivers.float0.5
Flow DetailLayers of ever finer eddies on the big streams, 1…5. 1 = smooth rivers, 5 = ruffled filaments.int3
Flow SpeedHow fast the field itself changes shape. 0 = frozen streams the cubes keep following.float0.3
InertiaSeconds a loose cube takes to pick up the field's speed: small = swept away at once, large = drifts heavily into the stream.float0.6
LifeSeconds a loose cube flows before it is gone (each one ±25%).float4
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.float0
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.float0.5
Advance SlicesHow many extra slices one Advance pushes, 1…64 — how far a beat stretches the sculpture.int8
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.float0
Edge DetailA smooth main stream near the sculpture that frays into fine filaments toward its edges, 0…1. 0 = the same detail everywhere.float0
VortexSwirls the loose cubes round the sculpture's axis, strongest at its radius; negative turns the other way.float0
WindA steady wind that carries the loose cubes sideways, 0…3.float0
Wind DirectionWhere the Wind blows, degrees round the vertical axis.float0
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.float0
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

PortType
Voxelsint
Slicesint

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