Creative

Crystal Bundles

Interlock audio-reactive X/Y/Z shapes, orbit their interior cells and add a mirrored spectrum floor or fading grid trails.

Open Crystal Bundles ↗
Default demo track · live audio-reactive settings

Crystal Bundles builds symmetric forms around the X, Y and Z axes. Twelve Core Configs include a Cross Weave, a single bass-driven cube, interlocking beams, segmented arms, triangles, a cube lattice and a stepped cross. The Central Interlock mode passes beams through a shared junction and shades their overlapping interior cells. Original Bundles retains the earlier open arrangements. Sound continuously changes length while beat, modulation or manual triggers choose the next config. Orbit the sculpture by hand or automatically, and choose rotational transitions. The aligned floor can add a mirrored GPU spectrum, outward highlights and light-cycle paths with fading tails.

Open Crystal Bundles

Launch the visualizer with its matching left-nav entry selected.

Quick start

  1. Start the demo track, choose a local audio file, or enable a live input.
  2. Try a preset or style first, then open the section for the part of the image you want to change.
  3. On a control with Assign modulation, open the source picker, choose a signal, and watch the slider's live fill.
  4. Use Reset to Defaults whenever you want to return to the original look.

Presets and styles

Crystal Rhythm · Locked Cross · Mechanical Cross · Reference Axes · Locked Junction · Cube Lattice · Stepped Cross · Spectrum Stage · Light Cycles · Original Rhythm · Held Axes · Corner Pulse · Interlocked · Mint Corner · Wide Axes · Segmented Arms · Wide Beams · Triangle Cluster · Corner Portal · Cross Weave · Bass Cube

Audio modulation

On a control with Assign modulation, select the activity icon to open Modulate with. Choose a named source, or choose — None to leave the control unmodulated. After you assign one, its name appears below the slider; select that name to edit the route, or use Clear modulation to remove it. The slider track shows the live signal reaching the control.

Modulated controlSectionWhat the route changes
Config ModulationCore ConfigsAssign a source to select configs. The default Count route advances once per rising trigger; use its Threshold and Steps, or choose a continuous algorithm.
Bar ReachStructureSet how far the outer faces travel along their grid axes as sound increases.
Bundle SpreadStructureIncrease the shared grid-cell spacing while preserving each fixed root.
Band TurnsStructureTurn the complete junction in quarter-turn steps, keeping its three-axis symmetry and grid alignment.
Bass GrowthAudioSet how far the bass group extends from its fixed roots; its default route follows absolute Bass amplitude.
Mid GrowthAudioSet independent extension of the mid-frequency group; its default route follows absolute Mid amplitude.
High GrowthAudioSet independent extension of the high-frequency group; its default route follows absolute High amplitude.
Interior ShadingMaterialReveal colored interior cells where perpendicular rectangular volumes actually overlap. The cells fade during the rotational morph.
GlowMaterialAdd a restrained halo around the colored faces and edges.
Orbit SpeedCameraOrbit around the complete sculpture, with negative values reversing direction. Zero holds the view. Drag the canvas to orbit by hand; use the wheel to zoom.
Spectrum HeightFloor GridLift individual grid segments with the canonical spectrum. Matching distances from the center share the same frequency.
Center-Out HighlightsFloor GridIlluminate line segments in waves that fan outward from the center. Assign Bass or Beat to highlight them on a hit.
Grid LightFloor GridFade the aligned blue lattice or assign a modulation source to its brightness.
Grid ExtentFloor GridReveal more aligned grid cells without changing their spacing; supports continuous modulation.
Grid ExpansionFloor GridSet the outward reveal strength. Starts on Beat; choose another modulation source for a continuous response.
Grid Turn TimeFloor GridSet how quickly the triggered grid layer turns and settles onto the axes.
Trail BrightnessLight-Cycle TrailsControl trail opacity independently of speed and tail length. Assign Bass, Beat or another modulation source to brighten and fade the paths.
Travel SpeedLight-Cycle TrailsSet travel in grid cells per second; zero freezes the paths.
Turn TriggerLight-Cycle TrailsThe default Beat Count route requests one turn per beat. Turns wait for the next grid corner. Clear the route for seeded random turns; its base value then chooses the initial heading. Another modulation selection can request the turns.

Settings reference

Core Configs

SettingAvailable valuesWhat it changes
Structure ModeCENTRAL INTERLOCK, ORIGINAL BUNDLESPass the symmetric beams through a shared central junction, or keep the earlier open bundle arrangement.
Core ConfigAXIS ARMS, OPEN CORNER, INTERLOCK, SEGMENTED ARMS, WIDE BEAMS, TRIANGLE CLUSTER, CORNER PORTAL, CROSS WEAVE, BASS CUBE, LOCKED JUNCTION, CUBE LATTICE, STEPPED CROSSChoose a symmetric center-out arrangement or a single bass-driven cube.
Auto Config ChangesOn / OffEnable config changes from beat counting or a modulation route; length modulation continues independently.
Config TriggerBEAT COUNT, MODULATIONCount detected beats or let a modulation route select and trigger core configs.
Beats Per Config1–16Choose how many beats each core config holds before advancing.
Config Modulation0–11Assign a source to select configs. The default Count route advances once per rising trigger; use its Threshold and Steps, or choose a continuous algorithm. Use Assign modulation to choose a source.
Trigger Next ConfigActionTrigger the next core config from this button, MIDI, keyboard or OSC, including when automatic changes are off.
Bars Per Band1–6Set the number of adjacent grid cells assigned to each frequency band.

Transitions

SettingAvailable valuesWhat it changes
Transition MotionCONTINUOUS MORPH, 3-STAGE TRANSFORMBlend continuously, or perform three distinct mechanical strokes: retract/unlock, rotate/reposition, then extend/lock. Beat, modulation and manual config triggers use the chosen motion.
Rotational TransitionSLIDE, BLOCK HINGES, QUARTER TURN, AXIS TUMBLEChoose selected block hinges or a complete quarter turn around one or alternating axes. In 3-Stage Transform, rotation happens only during the middle stroke. Every turn lands back on the grid.
Morph Time0.04–1.2Set the continuous morph duration in seconds; fast beats wait for the current transition to finish.
Retract Time0.05–1.2Set the first movement in seconds. Existing arms retract at their fixed hinges before they rotate. Sound cue 1 starts with this movement.
Rotate Time0.05–1.2Set the second movement in seconds. Compact parts turn and move along orthogonal rails. Sound cue 2 follows Retract Time and one Stage Pause.
Extend Time0.05–1.2Set the third movement in seconds. Arms extend from their new hinges into the next audio-reactive core config. Sound cue 3 follows the first two movements and two Stage Pauses.
Stage Pause0–0.3Hold the pose between mechanical movements, in seconds, so three external transformation sounds have distinct accents. New config triggers wait for all three movements to finish.

Structure

SettingAvailable valuesWhat it changes
Bar Reach0.35–2Set how far the outer faces travel along their grid axes as sound increases. Use Assign modulation to choose a source.
Bundle Spread0–0.8Increase the shared grid-cell spacing while preserving each fixed root. Use Assign modulation to choose a source.
Bar Thickness0.06–0.4Change the cross-section of each prism and the spacing between neighboring bars.
Band Turns0–3Turn the complete junction in quarter-turn steps, keeping its three-axis symmetry and grid alignment. Use Assign modulation to choose a source.

Audio

SettingAvailable valuesWhat it changes
Bass Growth0–8Set how far the bass group extends from its fixed roots; its default route follows absolute Bass amplitude. Use Assign modulation to choose a source.
Mid Growth0–8Set independent extension of the mid-frequency group; its default route follows absolute Mid amplitude. Use Assign modulation to choose a source.
High Growth0–8Set independent extension of the high-frequency group; its default route follows absolute High amplitude. Use Assign modulation to choose a source.
Prism Gain0–3Scale the three groups’ extension response together, consistently in playback and rendered video.
Band Smoothing0–0.95Smooth Bass, Mid, High or Volume routes. Absolute amplitude routes use their own Attack and Release.

Material

SettingAvailable valuesWhat it changes
PaletteSPECTRAL, MINT, CITRUS, ICEChoose distinct colors for the bass, mid and high groups.
Interior Shading0–1Reveal colored interior cells where perpendicular rectangular volumes actually overlap. The cells fade during the rotational morph. Use Assign modulation to choose a source.
Glass Fill0–0.8Set the strength of side faces that fade independently with band level and during transitions; outlines and end faces remain.
Edge Light0–1Set the brightness of the fine outlines that reveal each prism in depth.
Glow0–1Add a restrained halo around the colored faces and edges. Use Assign modulation to choose a source.

Camera

SettingAvailable valuesWhat it changes
Orbit Speed-0.6–0.6Orbit around the complete sculpture, with negative values reversing direction. Zero holds the view. Drag the canvas to orbit by hand; use the wheel to zoom. Use Assign modulation to choose a source.
Camera Distance4–12Move the camera closer to or farther from the complete sculpture.
Camera Yaw-3.14–3.14Orbit horizontally around the bundle to inspect its depth.
Camera Pitch-1.2–1.2Orbit above or below the bundle.

Floor Grid

SettingAvailable valuesWhat it changes
Floor StyleALIGNED GRID, MIRRORED SPECTRUMAdd a GPU spectrum surface mirrored around the center in all four quadrants, while retaining the aligned base grid.
Spectrum Height0–2Lift individual grid segments with the canonical spectrum. Matching distances from the center share the same frequency. Use Assign modulation to choose a source.
Center-Out Highlights0–1Illuminate line segments in waves that fan outward from the center. Assign Bass or Beat to highlight them on a hit. Use Assign modulation to choose a source.
Grid Light0–0.6Fade the aligned blue lattice or assign a modulation source to its brightness. Use Assign modulation to choose a source.
Grid Extent0.3–4Reveal more aligned grid cells without changing their spacing; supports continuous modulation. Use Assign modulation to choose a source.
Grid Expansion0–2Set the outward reveal strength. Starts on Beat; choose another modulation source for a continuous response. Use Assign modulation to choose a source.
Turn Grid On BeatsOn / OffTrigger quarter turns of a second grid layer while the base lattice stays aligned with the blocks.
Beats Per Grid Turn1–16Count grid turns separately from configuration changes.
Grid Turn Time0.04–1.2Set how quickly the triggered grid layer turns and settles onto the axes. Use Assign modulation to choose a source.
Trigger GridActionSend one grid expansion and quarter turn from this button, MIDI, keyboard or OSC.

Light-Cycle Trails

SettingAvailable valuesWhat it changes
Grid TrailsOn / OffSend seeded light paths through the grid in four mirrored quadrants, with right-angle turns and fading tails.
Trail Brightness0–1Control trail opacity independently of speed and tail length. Assign Bass, Beat or another modulation source to brighten and fade the paths. Use Assign modulation to choose a source.
Tail Length2–64Set how many grid cells the fading tail covers behind each head.
Travel Speed0–12Set travel in grid cells per second; zero freezes the paths. Use Assign modulation to choose a source.
Trail Patterns1–8Choose the number of paths in each mirrored quadrant.
Turn Trigger0–63The default Beat Count route requests one turn per beat. Turns wait for the next grid corner. Clear the route for seeded random turns; its base value then chooses the initial heading. Another modulation selection can request the turns. Use Assign modulation to choose a source.
New Trail PatternActionGenerate a different repeatable set of light-cycle paths.

Background

SettingAvailable valuesWhat it changes
Background Opacity0–1Fade the black background and floor grid for layering while retaining the colored blocks.

Some controls appear only after you enable a related mode or style. The settings panel always reflects the options available for the current selection.

Tips for a better audio visualization

  • Start with Locked Cross or Reference Axes to see the central junction without config changes. Original Rhythm and Held Axes preserve the earlier bundle study. Interior Shading adds colored cells only where rectangular beams overlap.
  • Use Structure Mode to choose Central Interlock or Original Bundles. Locked Junction, Cube Lattice and Stepped Cross offer related original forms. Bass Cube remains one centered cube driven by Bass amplitude.
  • Drag the canvas to orbit and use the wheel to zoom. Orbit Speed adds automatic camera travel and accepts modulation; zero holds the view.
  • Open Transitions and choose Continuous Morph or 3-Stage Transform under Transition Motion. The mechanical option retracts/unlocks, rotates/repositions, then extends/locks, with a held pose between strokes. Mechanical Cross demonstrates it.
  • Choose Slide, Block Hinges, Quarter Turn or Axis Tumble under Rotational Transition. In 3-Stage Transform, rotation happens only in the middle stroke. Complete turns land back on the axes. Morph Time sets the continuous morph duration.
  • Retract Time, Rotate Time and Extend Time set the three mechanical movements independently, in seconds. Stage Pause holds between them. For external sound effects, cue 1 starts with the accepted trigger; cue 2 starts after Retract Time plus one pause; cue 3 starts after Retract Time, Rotate Time and two pauses. The initial timings put the cues at 0.00, 0.24 and 0.54 seconds and finish at 0.78 seconds. Sounds are added separately.
  • Start with Held Axes to see continuous length modulation without core config changes. Bass Growth, Mid Growth and High Growth set sensitivity. Prism Gain scales all three responses; each route has its own source, Attack and Release.
  • Open Core Configs and choose Beat Count or Modulation under Config Trigger. Auto Config Changes enables the selected input. Beats per Config counts beats separately from the floor.
  • In Modulation mode, assign a source below Config Modulation. Its default Count algorithm advances once per rising trigger. Set Threshold to reject smaller signals and Steps to choose the config range, or select a continuous algorithm to sweep through configs.
  • Trigger Next Config advances manually, including with automatic changes off. Trigger actions also accept MIDI, keyboard and OSC mappings. A new request waits for the current morph or all three mechanical movements to finish.
  • Segmented Arms separates each beam into three rectangles. Wide Beams, Triangle Cluster, Corner Portal and Cross Weave keep their X/Y/Z symmetry. Bass Cube shows one centered cube whose size follows Bass amplitude.
  • Bars per Band sets the group count. Bar Reach, Bundle Spread and Bar Thickness change the junction; Band Turns rotates it in quarter turns. Glass Fill, Edge Light and the Camera controls set its presentation.
  • Floor Grid stays registered with the blocks when thickness or spread changes. Grid Extent reveals additional cells without stretching their spacing. Grid Light and Grid Extent both accept modulation; Grid Expansion starts on Beat and can use another source.
  • Choose Mirrored Spectrum under Floor Style for a GPU surface whose matching distances from the center share a frequency in all four quadrants. Spectrum Height controls its lift. Center-Out Highlights illuminates outward-moving line segments and accepts Bass, Beat or another source.
  • Enable Grid Trails under Light-Cycle Trails for right-angle light paths. Trail Brightness controls opacity and accepts modulation independently of Travel Speed. The Light Cycles preset starts brightness on Beat.
  • Tail Length sets the fading tail in grid cells. Trail Patterns changes the path count in each mirrored quadrant; New Trail Pattern creates another repeatable layout. Turn Trigger starts with a Beat Count route: a requested turn waits for the next corner. Clear that route for seeded random turns.
  • Turn Grid on Beats, Beats per Grid Turn and Grid Turn Time control the turning overlay. Trigger Grid sends a pulse and quarter turn manually. The base lattice stays aligned throughout. Set Background Opacity to 0 to remove both floor layers and the black background for Studio layering.