Fill the screen with spectral rays that burst, curl, wave and pulse outward with Lightwell. Six presets, a burst or column form, wavy or shimmering threads, four ray groups that each follow their own part of the music, and transparent backgrounds.
Open Lightwell ↗Default demo track · live audio-reactive settings
Lightwell sends hundreds of glowing rays out from a bright center. In Burst form they radiate all the way around and reach for the edges of the frame as the music builds; in Column form they rise as a narrow spectral fountain over a glowing floor. The rays fall into four groups that move differently: long rays surge outward on the bass, others curl into spiral arms with the mids, fine threads swing in wide waves with the highs, and short rays carry bright pulses outward on sudden hits. Start with Supernova Bloom, try Spiral Galaxy for curling arms, or Classic Well for the column.
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
Radial Spread
Core
Sets how far the rays spread outward from the center. In Column form it sets how wide the fountain fans out.
Ray Length
Core
Sets how long the rays are before the music extends them.
Spectrum Lift
Core
Sets how far a loud part of the spectrum extends its own rays.
Thread Wave
Core
Sets how far the threads bend. Wavy swells travel outward from the center as each ray's part of the music rises.
Line Width
Material
Sets the thickness of each ray.
Brightness
Material
Sets how brightly the rays glow.
Glow
Material
Sets the strength of the soft bloom around the brightest rays.
Core Flare
Material
Sets how brightly the center glows where the rays meet.
Hue
Colors
Chooses the color at the center of the rays.
Color Spread
Colors
Sets how far the colors sweep around the color wheel from the center outward.
Surge
Ray Groups
Sets how far the long, heavy group of rays reaches outward. Follows the bass by default.
Curl
Ray Groups
Sets how tightly one group of rays curls into spiral arms. Follows the mid range by default.
Wave
Ray Groups
Sets how widely the fine group of threads swings. Follows the high range by default.
Pulse
Ray Groups
Sets how bright the pulses are that travel out along the short group of rays on sudden hits. Its audio signal sweeps from nothing up to this value.
Drift
Animation
Sets how much the rays sway slowly from side to side.
Breath
Animation
Sets how much the rays open and close as they breathe. Zero holds them steady.
Depth Displacement
Camera
Scatters the rays through depth so camera movement reveals their layers.
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.
Chooses Burst, where rays radiate all the way around the center, or Column, where they rise as a fountain from a point near the bottom of the frame. Changes blend over the Form Transition time.
Thread Style
WAVY, SHIMMER
Chooses Wavy threads that swing in smooth waves, or Shimmer threads that flicker with the waveform. Changes blend over the Form Transition time.
Form Transition
0.2–4; default 1.6
Sets how long a form or thread style change takes to blend in.
Radial Spread
0.2–3; default 1.4
Sets how far the rays spread outward from the center. In Column form it sets how wide the fountain fans out. Use Assign modulation to choose a source.
Ray Length
0.2–2.4; default 1.15
Sets how long the rays are before the music extends them. Use Assign modulation to choose a source.
Spectrum Lift
0–3; default 1.15
Sets how far a loud part of the spectrum extends its own rays. Use Assign modulation to choose a source.
Fan Taper
0.2–4; default 1
Shapes the Column fountain. One gives straight rays; lower values bow them outward, higher values keep them narrow before they flare.
Thread Wave
0–1.5; default 0.4
Sets how far the threads bend. Wavy swells travel outward from the center as each ray's part of the music rises. Use Assign modulation to choose a source.
Sets how far the long, heavy group of rays reaches outward. Follows the bass by default. Use Assign modulation to choose a source.
Curl
0–3; default 0.8
Sets how tightly one group of rays curls into spiral arms. Follows the mid range by default. Use Assign modulation to choose a source.
Wave
0–4; default 1.6
Sets how widely the fine group of threads swings. Follows the high range by default. Use Assign modulation to choose a source.
Pulse
0–2; default 0.9
Sets how bright the pulses are that travel out along the short group of rays on sudden hits. Its audio signal sweeps from nothing up to this value. Use Assign modulation to choose a source.
Group Color Split
0–0.4; default 0.13
Sets how far apart the four groups' colors sit on the color wheel. Zero gives every group the same colors.
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
0–1.5; default 0.6
Scatters the rays through depth so camera movement reveals their layers. Use Assign modulation to choose a source.
Canvas Fill
0.75–2; default 1.35
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
Widens the depth the rays scatter through.
Camera Speed
0–1; default 0.06
Sets how quickly the camera travels along its path. Use Assign modulation to choose a source.
Camera Travel
0–1.5; default 0.18
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.
Adds a starfield that reveals camera movement through parallax.
Star Brightness
0–1; default 0.6
Sets the brightness of the optional stars.
Some controls appear only after you enable a related mode or style. The settings panel always reflects the options available for the current selection.
Watch the center on a drum hit: bright pulses leave it and run out to the tips of the short rays, while the long rays surge toward the edges of the frame.
Raise Radial Spread for rays that reach past the edges, or lower it to gather them into a compact flower. Switch Form to Column for the original fountain.
Use Background Opacity at zero to place the rays 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.