Generator node new in 3.1

Wave Field

Quantum waves in a field shaped by an image. Each Emit (a kick, a note, a click) launches a wave packet from Position toward Direction (or, with Emitter Radial, outward on every side like a droplet) — or from every one of the Emit Points; it travels at Momentum, spreads, bounces off the bright parts of the Barrier Image (a dancer's silhouette, a word, a depth map), bends round their edges and leaks through thin walls. Beam is a steady wave that paints interference — two openings in a barrier give the double-slit pattern. Edges absorb or wrap; colour by density or phase through your Gradient. To drive other nodes: Wave Data is the field as plain grey numbers (Density, or Height with rest at mid-grey) for displacement, particle forces or a synth reading a row; Probe Points listen at any points — the wave's strength, phase and height there, and Hits when a wave arrives.

Inputs

PortTypeDefault
EnableOff: the picture is cleared and the waves pause.booltrue
Barrier ImageWhat the waves meet: bright = wall, dark = open (a Person Segmentation mask, a word, a depth map). Fills the picture, aligned with it.image—
BarrierHow high the bright walls are. A packet's energy is about 2 × Momentum²: walls above it reflect (thin ones leak — tunnelling), walls below let it through, bent. Highest wall: 3 at Resolution 256 (6 at 128, 1.5 at 512).float1
EmitEach rising edge launches a wave packet from Position toward Direction (cable a Kick, a Tonal Onset, a click).boolfalse
Position XWhere packets and the beam start, in picture units (the shorter side spans −1…1). Cable a hand to throw waves from it.float-0.8
Position YWhere packets and the beam start: −1 bottom, 1 top.float0
DirectionWhere they travel, degrees clockwise from pointing right: 0 = right, 90 = down, 180 = left, 270 = up.float0
MomentumHow fast and how fine the waves are: higher travels faster with shorter wavelengths. 0–1.float0.4
Packet SizeThe packet's radius in picture units: small spreads fast, large keeps together. 0.005–1.float0.06
BeamA steady wave pouring from Position toward Direction. 0 = off. Through two openings in a barrier it paints the double-slit interference.float0
EdgesAbsorb: waves die softly at the picture's edge. Wrap: they leave one side and come back on the other.int0
SpeedTime scale: 1 = normal, 0 = frozen (a trigger still lands). 0–8.float1
FadeShare of the waves that stays each second: 1 = they last until the edges absorb them, 0.5 = halves every second.float1
Color ModeDensity → Gradient: where the wave is, brightness through your palette. Phase (rainbow): the wave's phase as hue — the crests become rings of colour. Phase → Gradient: phase through your palette.int0
GradientYour palette (a Gradient node); empty = night → violet → cyan → white.structure—
BrightnessHow bright the waves read. 1 = a fresh packet's centre is near white. 0–8.float1
Barrier OpacityShows the barrier faintly under the waves. 0 = hidden.float0.3
ResolutionCells along the picture's height (the width follows the aspect): 128 light, 512 finest.int256
ResetA rising edge clears every wave.boolfalse
EmitterDirectional: straight wave fronts toward Direction — the double-slit experiment. Radial: a droplet — rings running outward on every side (Direction is unused); the Beam becomes steady circular ripples.int0
Probe PointsPoints where the wave is listened to (hands, a ring of points, a contour). Each gives Probe Values, Phases, Heights, and a Hit when the wave arrives.structure—
DataWhat Wave Data carries, in grey. Density: 0 where no wave, bright where it is strong — for particle forces, glow, lights. Height: mid-grey at rest, crests lighter and troughs darker — for 3D displacement, or a synth reading a row as its waveform.int0
Hit ThresholdHow strong the wave must get at a probe to fire a Hit. A probe fires once as the wave rises through it and re-arms when it falls below half.float0.3
Emit PointsEmit from many places at once: every point (hands, fingertips, a ring, a contour — up to 64) launches its own packet on Emit and pours its own Beam, so their waves interfere. Replaces Position while cabled.structure—
WallsSoft: the bright parts are a potential of height Barrier — thin walls leak (tunnelling), low ones let waves through. Hard: nothing lives inside the bright parts — a clean mirror, and a source (a hand) inside the silhouette stays silent, no flicker.int0

Outputs

PortType
Imageimage
Widthfloat
Heightfloat
Wave Dataimage
Probe Valuesfloat
Probe Phasesfloat
Probe Heightsfloat
Hitsfloat
Hitbool
Hit Pointsstructure

Open Wave Field in the interactive catalog →

Wave Field is one of 381 nodes in Grafit Pro.

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