click to begin

Perf

frame time0.0 ms
fps0

State

momentum
0.50
stability
1.00
noiseSpeed
0.26

noiseTime0.00
attention0.50
ruptures0
frozen (settled)no
shapeMomentum0.50
seaLevel0.0

Interaction — the only inputs that drive the system

attention inertia8.0
decay pace @ max attention30.0
resume below attention0.30
wave/cloud speed1.00
speed resume ease3.0

Snapshot

drift range0.25
drift speed0.020

Everything below is overwritten every frame while drifting form is on. Turn it off to edit by hand.

Form dials

ocean0.45
mountains0.65

Sea band

sea · calm-11
sea · rupture9

Landform amplitude/frequency

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

Rock detail gate + look

gate amount0.90
gate low-0.10
gate high0.60
rock crease0.75
rock falloff0.52
joint stretch1.60

Snowline

snow base0.80

Landform

octaves3
mesh segments800

What rock detail looks like

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°
persist 0.65
lo0.65 hi0.36
lacun 1.80
lo1.80 hi2.40

fBM instance 1 (valleys)

timeSpeed 0.105
driftX0.00
driftZ0.00
angle0.0°
persist 0.55
lo0.55 hi0.42
lacun 1.90
lo1.90 hi2.20

Zonation

tree base0.78
tree aspect0.14
tree wind0.15
scree band0.12
cliff flat0.65
adret sun0.55
pasture flat0.90
frost basin0.30
riparian0.55
hollow radius60
crease radius15
moist gain7.1
height lo0.30
height hi0.72

Shore

shore width2.5
shore noise0.50
beach flat0.70
beach moist0.45
ripple3.00
wave noise mix0.20
depth max110
water bands6
reflect amt1.00
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

Implementation

update every30
shell level90
shell height400
drift speed7.50
density4.50
coverage0.56
absorption0.022
scattering aniso0.75
ambient0.0

Detail (quality vs. cost)

raymarch steps42
step size8
light steps10
light step size1.5

Posterize

colour contrast15
opacity tiers4
coverage gate lo0.43
coverage gate hi0.80

Shading experiments (shared by both implementations)

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

Drone (momentum → brightness)

drone level1.00
master volume0.18
filter dark (calm)200
filter bright (agitated)2400
filter resonance1.20
detune spread18

Tension voice (stability → dissonance)

interval (semitones)6
tension level0.50

Melody (momentum → leap/register, not brightness)

note level0.60
accent level1.00
melody brightness3400
tempo (calm)1.80
tempo (agitated)0.25
tempo ceiling (silence cap)3.0
leap chance (calm)0.08
leap chance (agitated)0.45
leap size (calm)2
leap size (agitated)5
register low-7
register high14
motif rhythm0.18

Rupture

noise burst level0.90
crack level0.60
cell (wu)4.0
jitter0.20
tone depth0.70
density0.80
fill above0.55
fill padding0.004
gate softness0.02
grow window0.46
on rock0.00
on snow0.00
on meadow0.06
on shore0.00
on riparian1.40
spill reach0.10
spill ribs0.45
spill slope0.40
crown blend0.12

Canopy form

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

Tree species

Palette colours


sun elevation0.50
sun azimuth38.7
shade lo-0.20
shade hi1.00
aerial planes0
aerial desat0.55
shadow val0.55
shadow desat0.50
alpenglow0.30
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 sensitivity20
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