Orbit a glowing hex lattice wrapped around a glass lens and a chrome core with Lensfield. Six presets, real 3D spheres, a surrounding hex shell that ripples and splits into color with the music, and transparent backgrounds.
Open Lensfield ↗Default demo track · live audio-reactive settings
Lensfield nests three real spheres inside a larger glowing hex sphere: an open hexagonal lattice, an iridescent lens that reflects the hexagonal lattice and bends light behind it, and a mirror-chrome core that reflects the scene around it. Drag the canvas to orbit and the spheres keep their depth from every angle. Each layer follows a different part of the music: the hex shell breathes outward in waves that deepen with the bass, speed up with the mid range and split into color fringes with the highs, bass also sends shockwaves rippling out through it, the mid range twists neighboring belts of the lattice in opposite directions, high attacks briefly flick and flash the inner lens, and sudden hits flash the small core. Start with Prism Core, try Gravity Well for a heavy lens that bends the scene, or Chroma Storm for a swirling field.
Open SHARE A LOOK, choose a preset from FACTORY LOOK, and select COPY LOOK LINK. The link opens that original preset with its audio reactions. Personal slider edits and music are not included. Use OPEN LOOK to preview what the recipient will see.
Open SHARE A LOOK, select PREPARE MY LOOK, then choose COPY MY LOOK LINK. The link includes your current visual settings, modulation routes, and generator settings. Music is not included. Use OPEN MY LOOK to preview the result. Prepare a new link after making more edits.
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
Lattice Size
Core
Sets the size of the hexagonal lattice. The glass lens and chrome core scale with it.
Lens Size
Core
Sets the size of the glass lens inside the lattice.
Lens Strength
Material
Sets how strongly the glass lens bends the light behind it.
Iridescence
Material
Adds a rainbow film to the glass lens surface.
Core Glow
Material
Sets how brightly the chrome core glows between hits.
Brightness
Material
Sets how brightly the lattice, field and core glow.
Glow
Material
Sets the steady glow around bright edges. Individual layers brighten separately with the music.
Hue
Colors
Chooses the main color of the lattice and field.
Color Spread
Colors
Sets how far the colors sweep around the color wheel from the front of the scene to the back.
Field Shockwave
Layer Reactions
Sets how strongly shockwaves ripple out through the hex shell, bending the cells they pass. Follows the bass by default.
Field Pulse
Layer Reactions
Sets how far the surrounding hex shell breathes: bands of cells burst outward from the center, then ease back, bunching into bright fronts where they overtake each other. In silence the shell breathes gently; the bass sweeps it up to this depth.
Pulse Speed
Layer Reactions
Sets how quickly the breathing bands travel outward through the hex shell. Follows the mid range by default.
Field Chroma
Layer Reactions
Sets how far the hex shell splits into red, green and blue fringes, red riding outward and blue inward. Follows the high range by default.
Field Twist
Layer Reactions
Sets how far the hex shell twists around its center. Follows the bass by default.
Lens Snap
Layer Reactions
Sets the strength of quick faceted flicks and flashes on the reflective inner sphere. Follows high attacks, such as hi-hats, by default.
Lens Dispersion
Layer Reactions
Sets how far the glass lens splits the light behind it into rainbow colors. Follows the high range by default.
Core Flare
Layer Reactions
Sets how strongly the small core flashes and deforms on sudden hits. Its audio signal sweeps from nothing up to this value.
Spectrum Glow
Layer Reactions
Sets how strongly each lattice row glows with its own part of the spectrum.
Perlin Detail
Animation
Sets the size and detail of the surface bulges: lower values make broad folds, higher values make finer ripples.
Wave Speed
Animation
Sets how quickly surface waves travel and folds evolve. Zero holds their travel while music can still change their depth; LENS SNAP keeps its short attack.
Spin
Animation
Turns the lattice slowly around its center. Negative values turn the other way.
Depth Displacement
Camera
Sets how far neighboring lattice belts twist in opposite directions and develop soft folds. Follows the mid range by default.
Camera Speed
Camera
Sets how quickly the camera travels along its path.
Camera Travel
Camera
Sets how far the camera wanders from its chosen view; 0 holds it still and higher values sweep it through wider arcs.
Field Line Width
Field
Sets the width of the glowing edges on the surrounding hex shell.
Sets how strongly shockwaves ripple out through the hex shell, bending the cells they pass. Follows the bass by default. Use Assign modulation to choose a source.
Field Pulse
0–0.5; default 0.3
Sets how far the surrounding hex shell breathes: bands of cells burst outward from the center, then ease back, bunching into bright fronts where they overtake each other. In silence the shell breathes gently; the bass sweeps it up to this depth. Use Assign modulation to choose a source.
Pulse Speed
0–3; default 1
Sets how quickly the breathing bands travel outward through the hex shell. Follows the mid range by default. Use Assign modulation to choose a source.
Field Chroma
0–0.12; default 0.03
Sets how far the hex shell splits into red, green and blue fringes, red riding outward and blue inward. Follows the high range by default. Use Assign modulation to choose a source.
Field Twist
0–3; default 0.6
Sets how far the hex shell twists around its center. Follows the bass by default. Use Assign modulation to choose a source.
Lens Snap
0–0.2; default 0.16
Sets the strength of quick faceted flicks and flashes on the reflective inner sphere. Follows high attacks, such as hi-hats, by default. Use Assign modulation to choose a source.
Lens Dispersion
0–10; default 3
Sets how far the glass lens splits the light behind it into rainbow colors. Follows the high range by default. Use Assign modulation to choose a source.
Core Flare
0–1.5; default 1
Sets how strongly the small core flashes and deforms on sudden hits. Its audio signal sweeps from nothing up to this value. Use Assign modulation to choose a source.
Spectrum Glow
0–3; default 1.2
Sets how strongly each lattice row glows with its own part of the spectrum. Use Assign modulation to choose a source.
Sets the size and detail of the surface bulges: lower values make broad folds, higher values make finer ripples. Use Assign modulation to choose a source.
Wave Speed
0–3; default 0.8
Sets how quickly surface waves travel and folds evolve. Zero holds their travel while music can still change their depth; LENS SNAP keeps its short attack. Use Assign modulation to choose a source.
Spin
-1–1; default 0.15
Turns the lattice slowly around its center. Negative values turn the other way. Use Assign modulation to choose a source.
Render Scale
0.5–1; default 1
Lowers the rendering resolution for higher frame rates on demanding displays.
Chooses continuous camera motion, motion that follows audio level, or a close traveling view.
Camera View
INSIDE, CORE, WIDE, TOP, ISO, FLY-THROUGH
Chooses the starting view in Orbit or Audio mode. Fly mode uses its close traveling view. Drag the canvas to explore.
Camera Path
ORBIT, HELIX, DRIFT, SURGE
Chooses the camera movement: Orbit, Helix, Drift, or Surge.
Depth Displacement
0–0.3; default 0.22
Sets how far neighboring lattice belts twist in opposite directions and develop soft folds. Follows the mid range by default. Use Assign modulation to choose a source.
Canvas Fill
0.75–2; default 0.9
Sets how much of the canvas the artwork fills; higher values zoom in so it fills more of the screen, and lower values pull back to show more of the surroundings.
Scene Depth
0.2–4; default 2
Sets how far away the surrounding hex shell sits.
Camera Speed
0–1; default 0
Sets how quickly the camera travels along its path. Use Assign modulation to choose a source.
Camera Travel
0–1.5; default 0.15
Sets how far the camera wanders from its chosen view; 0 holds it still and higher values sweep it through wider arcs. Use Assign modulation to choose a source.
Sets how many hexagons fill the surrounding field.
Field Line Width
0.1–0.4; default 0.24
Sets the width of the glowing edges on the surrounding hex shell. Use Assign modulation to choose a source.
Field Level
0–1; default 0.35
Sets the brightness of the surrounding hex shell. Use Assign modulation to choose a source.
Some controls appear only after you enable a related mode or style. The settings panel always reflects the options available for the current selection.
Drag the canvas to orbit: the lattice, glass lens and chrome core stay round from every angle, and the lens bends whatever sits behind it.
Watch the field on a kick drum: a broad shockwave bends the hexagons as it travels outward. Midrange passages twist the middle lattice, while hi-hats make the inner lens snap and flash.
Use Background Opacity at zero to place the spheres over a Studio backdrop. Presets keep your chosen background opacity.
Add this visualizer in Studio to combine it with a backdrop and export a video. This is an independent tribute to classic music visualizers; it does not load MilkDrop preset files.