Fracture
Fracture is a line-based audio-reactive scene in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.
Fracture is a line-based audio-reactive scene in the Wire category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Open Fracture
Launch the visualizer with its matching left-nav entry selected.
Quick start
- Start the demo track, choose a local audio file, or enable a live input.
- Try a preset or style first, then open the section for the part of the image you want to change.
- On a control with Assign modulation, open the source picker, choose a signal, and watch the slider's live fill.
- Use Reset to Defaults whenever you want to return to the original look.
Presets and styles
Soundwaves · Crimson Flow · Ultraviolet · Arctic Pulse · Neon Garden · Black Velvet
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 control | Section | What the route changes |
|---|---|---|
| Wave Amplitude | Audio Displacement | Controls the distance of the motion from its resting position. |
| Bass Amplitude | Audio Displacement | Controls the distance of the motion from its resting position. |
| Depth Amplitude | Audio Displacement | Controls the distance of the motion from its resting position. |
| Spectral Detail | Audio Displacement | Controls how strongly high frequencies add fine ripples along the threads; 0 leaves only the larger waves. |
| Thread Glow | Material | Sets the visible strength of thread glow. |
| Key Light | Shadow Room | Sets the brightness of the main light that picks out the threads and casts the shadows. |
| Flow Speed | Animation | Sets how quickly flow changes or moves. |
| Audio Birth | Wave Particles | Controls how strongly high frequencies in the music spawn new particles; at 0 only the overall loudness triggers them. Available when Show Particles is on. |
Settings reference
Core
| Setting | Available values | What it changes |
|---|---|---|
| Core Style | TWISTED, FLAT FIELD | Chooses the core style mode or style. |
| Wave Behavior | ROPE ECHO, CONTINUOUS TRACE | Chooses the wave behavior mode or style. |
| Thread Count | 8–42 | Sets how many visible elements are drawn. |
| Thread Thickness | 0.035–0.22 | Sets the visible thread thickness. |
| Bundle Spread | 2–14 | Controls how far elements separate from the center or from one another. |
Geometry
| Setting | Available values | What it changes |
|---|---|---|
| Curve Detail | 256–1024 | Sets how many points make up each thread; higher values draw smoother curves and lower values show visible angles in the ripples. |
| Thread Length | 18–46 | Sets the visible thread length. |
| Depth Spread | 0–12 | Controls how far elements separate from the center or from one another. |
Audio Displacement
| Setting | Available values | What it changes |
|---|---|---|
| Wave Amplitude | 0–6 | Controls the distance of the motion from its resting position. Use Assign modulation to choose a source. |
| Bass Amplitude | 0–5 | Controls the distance of the motion from its resting position. Use Assign modulation to choose a source. |
| Depth Amplitude | 0–4 | Controls the distance of the motion from its resting position. Use Assign modulation to choose a source. |
| Spectral Detail | 0–2 | Controls how strongly high frequencies add fine ripples along the threads; 0 leaves only the larger waves. Use Assign modulation to choose a source. |
Material
| Setting | Available values | What it changes |
|---|---|---|
| Thread Finish | SATIN, NEON, CHROME, IRIDESCENT | Chooses the thread finish mode or style. |
| Roughness | 0.05–1 | Moves the surface from polished toward matte. |
| Metalness | 0–1 | Moves the surface from non-metallic toward metallic. |
| Clearcoat | 0–1 | Adds or reduces a glossy top layer on the surface. |
| Thread Glow | 0–1.2 | Sets the visible strength of thread glow. Use Assign modulation to choose a source. |
| Bloom | 0–0.65 | Sets the visible strength of bloom. |
Shadow Room
| Setting | Available values | What it changes |
|---|---|---|
| Cast Soft Shadows | On / Off | Turns cast soft shadows on or off. |
| Shadow Softness | 0–14 | Sets how blurred the edges of the shadows are; higher values give softer, more diffuse shadows. Available when Cast Soft Shadows is on. |
| Shadow Samples | 1–16 | Trades visual detail against performance. |
| Key Light | 0–900 | Sets the brightness of the main light that picks out the threads and casts the shadows. Use Assign modulation to choose a source. |
| Fill Light | 0–100 | Sets the brightness of the softer secondary lights that lift the dark side of the threads; higher values reduce contrast. |
| Room Color | Color | Sets the room color. |
| Key Light Color | Color | Sets the key light color. |
| Fill Light Color | Color | Sets the fill light color. |
Colors
| Setting | Available values | What it changes |
|---|---|---|
| Low Threads | Color | Sets the low threads. |
| Mid Threads | Color | Sets the mid threads. |
| High Threads | Color | Sets the high threads. |
| Background Opacity | 0–1 | Sets how solid the room behind the threads is. At 1 the threads hang in the full dark room with its floor and walls; at 0 only the threads, their glow, and the floating dust remain over whatever is behind the visualizer. |
| Background | Color | Sets the background. |
Audio
| Setting | Available values | What it changes |
|---|---|---|
| Audio Enabled | On / Off | Turns audio enabled on or off. |
| Master Gain | 0x–3x | Sets how strongly the input signal affects master. |
| Bass Intensity | 0x–3x | Sets the visible bass intensity. |
| Mid Intensity | 0x–3x | Sets the visible mid intensity. |
| High Intensity | 0x–3x | Sets the visible high intensity. |
| Smoothing | 0.01–0.8 | Balances immediate audio response against steadier motion. |
Animation
| Setting | Available values | What it changes |
|---|---|---|
| Flow Speed | 0–2.5 | Sets how quickly flow changes or moves. Use Assign modulation to choose a source. |
| Propagation Rate | 0–2 | Sets how quickly propagation changes or moves. |
| Rope Damping | 0–2.5 | Balances immediate audio response against steadier motion. |
Wave Particles
| Setting | Available values | What it changes |
|---|---|---|
| Show Particles | On / Off | Shows or hides particles. |
| Particle Count | 0–1400 | Sets how many visible elements are drawn. |
| Particle Size | 0.01–0.16 | Sets the visible particle size. |
| Audio Birth | 0–3 | Controls how strongly high frequencies in the music spawn new particles; at 0 only the overall loudness triggers them. Available when Show Particles is on. Use Assign modulation to choose a source. |
Camera
| Setting | Available values | What it changes |
|---|---|---|
| View | GALLERY, LOW, WIDE, MACRO, OVERHEAD, SIDE | Chooses the view mode or style. |
| Camera Motion | STILL, DRIFT, ORBIT, FLOAT | Chooses the camera motion mode or style. |
| Camera Speed | 0–1.5 | Sets how quickly camera changes or moves. |
| View Transition | 0.2s–4s | Sets how many seconds the camera takes to glide to a new View when you switch. |
| Mouse 3D Control | 0–1 | Sets how far the view tilts and shifts as you move the pointer across the screen; 0 ignores the pointer. |
Depth of Field
| Setting | Available values | What it changes |
|---|---|---|
| Soft Focus | On / Off | Turns soft focus on or off. |
| Focus Distance | 28–56 | Sets how far from the camera the sharp zone sits, from the threads up front to the back of the room. Available when Soft Focus is on. |
| Focal Range | 0.5–12 | Sets how deep the sharp zone is around the Focus Distance; higher values keep more of the room in focus. Available when Soft Focus is on. |
| Bokeh Scale | 0.5–10 | Sets the visual bokeh scale. |
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
- Route bass to line width or displacement, then use mids for motion so the shape stays musical instead of only flashing.
- Try assigning Bass to Wave Amplitude, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.