click to begin

Perf

frame time0.0 ms
fps0

State

momentum
0.50
restlessness
1.00
noiseSpeed
0.26

noiseTime0.00
attention0.50
ruptures0
frozen (settled)no
seaLevel0.0

Interaction — the only inputs that drive the system

attention inertia8.0
decay pace @ max attention30.0
resume below attention0.30
rupture heave decay1.50
wave/cloud speed0.60
grey sky hurries waves0.25
grey sky hurries clouds0.65

Snapshot

The dials the scene moves on its own. Each row below is overwritten every frame while its drift is running — turn the drift off to set one by hand. The knobs those dials write through live with their subject, on the Terrain, Water, Clouds and Colour tabs.

Form drift

drift range0.25
drift speed0.020

Cloud & sky drift

drift range0.83
drift speed0.002

Form dials

ocean0.00
mountains1.00

Snowline

snow base0.82

Cloud dials

scatter0.45
cloud density0.26

Weather

Both drift on their own while drifting weather is on. Turn it off to set them by hand — that is the way to see what a full grey day actually looks like.

overcast0.12
haze0.58

Landform

octaves3
mesh segments800
freq00.0010
amp083.0
freq10.0020
amp175.5
ridge amount0.45
ridge roundness0.31

Bedrock & mantle

bedrock octaves6
mantle relief ρ0.85
mantle bias (soil level)4.0

Where rock detail appears

gate amount0.90
gate low-0.10
gate high0.60

What rock detail looks like

rock crease0.75
rock falloff0.52
joint stretch1.60
joint angle0.60

Inspect

Erosion

ero scale0.17
ero strength0.30
gully weight0.15
gully drift0.028
ero detail3.0
ero octaves2
ridge round1.00
crease round1.00
input round0.50
peak sharpen0.30

fBM debug

drift bias gain1.50
speed01.000
speed11.000

fBM instance 0 (ridges)

timeSpeed 0.055
driftX0.00
driftZ0.00
angle0.0°
persistence0.65
lacunarity1.80

fBM instance 1 (valleys)

timeSpeed 0.105
driftX0.00
driftZ0.00
angle0.0°
persistence0.55
lacunarity1.90

Zonation

tree base0.78
tree aspect0.14
tree wind0.15
scree band0.12
cliff flat0.65
pasture flat0.90
riparian0.55
hollow radius60
crease radius15
height lo0.30
height hi0.72

Shore

shore width2.5
shore noise0.50
beach flat0.70
beach moist0.45

Sea band

sea · calm-11
sea · settled9

Surface

ripple3.00
wave noise mix0.20
depth max27
water bands6
reflect amt0.71
reflect terrain0.55
reflect distort0.120
reflect tiers8
mirror resolution0.50
distort steps29
spec amt0.80
sparkle thresh0.15
foam width15.0
foam tiers3
foam amt1.50
foam noise0.65
grid cell16.0 u · 4 baked + 0 marched octaves
cloud draw distance1811 u
volume extent4096
shell level90
shell height140
drift speed7.50
cloud scale0.0060
density bias5.90
coverage2.860
absorption0.022
scattering aniso0.85

Detail (quality vs. cost)

raymarch steps96
step size6
step growth0.030
wisp detail3.00
light steps24
light step size20.0
light layers/frame1

Weather map

weather strength3.50
weather scale2300
weather speed0.50

Curl-noise warp

curl scale0.0040
curl strength16.0

Perlin-Worley

worley scale0.0090
worley amount0.20
worley erosion0.60
worley octaves2

Horizon

planet curve17100

Posterize

colour contrast15
opacity tiers4

Shading experiments (shared by both implementations)

powder strength2.00
jitter amount1.00
jitter near fade150
downsample scale0.50

Sky gradient

gradient reach0.30

Conditions

The two condition scalars themselves — overcast and haze — and the drift that moves them live on the Driven tab. This tab is where you author what each condition REACHES.

Cloud AMOUNT follows overcast directly. Everything else it changes — the light, the colours, the water — is held back until there is cloud in the sky to justify it, between these two points.

grey light starts0.50
grey light complete1.00

In clear weather

What the scene looks like at overcast 0 / haze 0 — the other end of every row below. Seeded from the Colour, Water and Clouds tabs when the weather is switched on, and restored exactly when it is switched off.

shadow floor0.05
light level1.00
alpenglow0.30
shadow blue0.45
sky colour
zenith colour
painting sky
cloud cover1.160
cloud greying0.00
water glint0.80
water mirror1.00
haze reach0.60
distance greying0.55
haze starts at400
haze ceiling0.90

At full overcast

shadow floor0.16
light level0.78
alpenglow0.12
shadow blue0.40
sky colour
cloud cover0.120
cloud greying0.20
water glint0.28
water mirror1.67

At full haze

haze reach0.70
distance greying1.00
haze starts at0
haze ceiling0.95
haze colour
master volume0.52

Listen to one thing at a time

Solo mutes everything else so a single layer can be judged on its own. The buttons fire one sound immediately, whatever the landscape is currently doing.

audio enginenot started
output level0.0000
swell0.00
bird calls/min0.0
trees (live gain)0.0000
painting up0.00

Signal flow — what the scene asks, what each voice does

start the audio to see the signal flow

Events — newest first, with age

no events yet

Balance

wind level0.70
water level1.30
break level (relative to water)0.20
bird level0.70
how often birds call0.00
reverb0.80

Trees

tree level0.10
leaves in the wind0.70
how fast they flutter (Hz)13
whisper after a gust (s)1.95
dry leaves ... full forest0.76

When the painting appears

how far the world steps back0.60
muffling at full distance760
paint level1.50
cell (wu)4.0
jitter0.20
tone depth0.40
fill padding0.010
gate softness0.04
grow window0.10
on rock0.00
on snow0.00
on meadow0.04
on shore0.00
on riparian2.00
spill reach0.04
spill ribs0.45
spill slope0.40

Forest form

ragged ← flatness1.00
slope gating0.75
height ← flatness0.65
lod lo0.50
lod hi1.00

Tree species

Palette colours


sun elevation0.45
sun azimuth336.0
shade lo-0.20
shade hi1.00
aerial desat0.55
fog curve0.6
fog max0.90
shadow val0.05
shadow desat0.65
shadow hue amt0.07
alpenglow0.26
light level1.11

Cloud shadows

shadow strength0.60
shadow depth0.60
darkest shadow0.40
shadow tiers4

Light shafts

brightness0.95
air density0.0013
shaft depth0.59
beam tiers9
beam hardness0.44
beam threshold0.69
match ground shade1.00
shafts start at0.90
near cutoff400
cloud blend14
beam falloff0.0030
sun bias0.44
softness1.9
reach650
samples16
shaft colour
light steps4
band noise0.06
band scale0.012

Clearance

pit radius300
pit floor30
pit ease4.0

micoff
raw rms0.00000
raw peak0.00000
diag—
level (dBFS)—
flux0.0000
restlessness0.00
mic attention0.00

floor (dBFS)-55
span (dB)25
tau (s)2.0
curve1.6
flux sensitivity200
speaker leak gain1.80
speaker delay (ms)50
cameraoff
tracked personout of radius
distance fraction0.000
pan (-1 left · +1 right)0.00

presence radius0.35
camera FOV (°)70
detect rate (Hz)6

Rebuilds the picture as neo-impressionist brush marks. Off by default — it replaces the whole image, so leave it off to tune the landscape itself.

frame time0.0 ms
fps0

CPU time spent submitting each stage this frame (smoothed). Excludes GPU work still in flight and the wait for vsync, which is most of "other".

input (camera/mic sampling)
0.00 ms
dynamics.update
0.00 ms
terrain data map (heightmap+derive)
0.00 ms
water depth pre-pass
0.00 ms
water reflection pre-pass
0.00 ms
art-pass G-buffer
0.00 ms
sea level / terrain scale sync
0.00 ms
clouds.update
0.00 ms
scene render + postprocessing
0.00 ms
other (GPU wait, vsync, uninstrumented)
0.00 ms