Shape a concentric lattice of tiny illuminated spheres around a polished central orb, with six audio-reactive looks each framed from its own camera angle.
Default demo track · live audio-reactive settings
Particle Burst is a dimensional particle-lattice instrument in the Particles category. Tens of thousands of tiny lit spheres settle into concentric rings crossed by radial spokes, curving up to a shallow dome where a polished orb sits in an open clearing and reflects the field around it. Toward the rim the lattice breaks into drifting filaments and isolated beads against black. The orb waits alone until the music starts, then the field grows out of it ring by ring, and empties from the center outward when the sound stops. Bass sends expanding packets outward through the rings, mids curl them, and highs add fine motion and sparse bright catches. Each of the six looks is framed from its own camera angle, from a grazing rim view to almost directly overhead, and Auto Camera can cycle those viewpoints in time with the music. Choose a black, nebula, dusk, or shoreline backdrop for the orb to reflect. Drag the scene to inspect it yourself; automatic camera motion pauses while you interact. Particle Burst requires WebGPU; see Browser Support for current platform details.
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
Particle Size
Formation
Sets the sphere diameter.
Disc Scatter
Relief & Rim
Adds fine grain so the lattice never looks mechanically perfect.
Coherent Turbulence
Mid & High Detail
Sets the amount of coherent turbulence across the field.
Force Response
Mid & High Detail
Sets how quickly particles answer all motion forces.
Particle Cycle
Mid & High Detail
Sets the pace of each particle’s colorful birth-and-fade cycle.
Idle Orbit
Motion
Sets the slow resting flow that remains visible without audio.
Camera Distance
Camera & Focus
Moves the view closer to or farther from the full lattice.
Camera Elevation
Camera & Focus
Sets the viewing angle, from a grazing rim view to almost directly overhead.
Bloom
Depth of Field
Sets the glow lifted from the brightest ring crests and specular catches.
Turns near- and far-particle soft focus on or off.
Focus Offset
-900–900
Shifts the sharp depth plane nearer or beyond the orb, which stays in focus by default.
Focal Range
1–900
Sets the width of the sharp depth range.
Bokeh Scale
0–40
Sets the size of near- and far-particle blur.
Bloom
0–3
Sets the glow lifted from the brightest ring crests and specular catches. 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.
Start with Bass on Particle Cycle, Mid on Particle Size, and High on Camera Elevation, then route a single control at a time to hear each band’s visual role.
Ring Sharpness is the whole look: near zero the field is an even scatter, near one it resolves into crisp concentric rings with open gaps between them.
For many colors at once, raise Ring Hue Spread and keep Ring Accent a saturated color — a pale accent washes out the rings it touches, because it also tints the fastest particles and the scattered flecks.
Camera Elevation changes the piece completely — the rings read as colored bands from overhead and as relief on a dome from a grazing angle. Soft focus follows the camera on its own, so the orb stays sharp wherever you move it.
Turn on Auto Camera under View to cycle the six viewpoints in time with the music, and set Camera Move for how long each glide takes.
Environment puts a nebula, dusk, or shoreline backdrop behind the lattice; the orb reflects whichever you choose, and Background Color applies only on Black.