Perlin Orb
Watch a triangulated orb or cloud of nodes bend into spectrum patches, smooth terrain lobes, and traveling ripples.
Perlin Orb turns the spectrum into a triangulated sphere. Bass pushes a broad belt around the equator, higher frequencies travel toward the poles, and Spectrum Scatter breaks that latitude map into local patches. Waves and drifting noise keep the orb moving even in quiet passages without replacing its recognizable round silhouette.
Open Perlin Orb
Launch the visualizer with its matching left-nav entry selected.
How do I make a point cloud?
Choose Point Cloud in Presets for blue-and-teal nodes with the solid interior hidden. To turn any other look into a point cloud, open Lines & Nodes, set Render As to Nodes, then turn off Solid Interior or lower Interior Opacity to 0. Adjust Node Size, Node Opacity and Node Glow to separate the dots or soften their edges.
Choose Ember Network for larger warm nodes joined by faint orange edges. Lines & Nodes draws both layers, while Line Opacity fades the edges independently.
How do I orbit and zoom?
Drag on the canvas to orbit, right-drag to pan, and use the wheel or pinch to zoom. Reset to Defaults restores the initial view and the blue-and-white Frozen Waves look. Raise Tessellation for denser edges or more nodes; its range extends to 2000.
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
Quiet Lattice · Equator Pulse · Prismatic Terrain · Signal Islands · Frozen Waves · Phosphor Grid · Point Cloud · Ember Network
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 |
|---|---|---|
| Size | Sphere | Sets the resting radius of the orb before waves, noise, and music move its vertices. |
| Displacement Scale | Sphere | Sets how far the spectrum pushes vertices outward from the sphere. |
| Spectrum Scatter | Sphere | Blends from a broad bass-at-the-equator map to a stable patchwork of frequencies across the orb. |
| Wave Intensity | Waves | Sets the height of the broad waves that travel over the wire surface. |
| Wave Frequency | Waves | Sets how many wave crests fit around the orb. |
| Wave Speed | Waves | Sets how quickly the wave crests travel across the orb. |
| Noise Scale | Noise | Sets the size of the smooth terrain regions that make the sphere uneven. |
| Noise Intensity | Noise | Sets how deeply the smooth terrain pushes and pulls the resting sphere. |
| Noise Speed | Noise | Sets how quickly the smooth terrain drifts across the sphere. |
| Color Intensity | Color | Sets the overall brightness of the wire colors. |
| Color Reactivity | Color | Sets how strongly local spectrum energy brightens each part of the wire mesh. |
| Audio Hue Mix | Color | Sets how far active vertices shift from the base color toward the accent color. |
| Region Mix | Regions | Groups neighboring vertices into moving regions that share nearby spectrum energy. |
| Region Scale | Regions | Sets the number and size of neighboring spectrum regions on the orb. |
| Region Drift | Regions | Sets how quickly the spectrum regions travel across the orb surface. |
| Sensitivity | Regions | Sets how strongly the incoming spectrum drives the vertex field. |
Settings reference
Sphere
| Setting | Available values | What it changes |
|---|---|---|
| Tessellation | 4–2000 | Sets the wire mesh density. Higher values add progressively finer triangle edges while an adaptive limit keeps the maximum responsive. |
| Size | 0.5–5 | Sets the resting radius of the orb before waves, noise, and music move its vertices. Use Assign modulation to choose a source. |
| Solid Interior | On / Off | Adds a dark inset surface that hides the rear wire edges while preserving the deformed silhouette. |
| Interior Opacity | 0–1 | Fades the dark inset surface; at zero the rear lines and nodes remain visible. |
| Displacement Scale | 0.1–2 | Sets how far the spectrum pushes vertices outward from the sphere. Use Assign modulation to choose a source. |
| Smoothing | 0–0.95 | Controls how gradually each vertex follows changes in its assigned spectrum band. |
| Spectrum Scatter | 0–1 | Blends from a broad bass-at-the-equator map to a stable patchwork of frequencies across the orb. Use Assign modulation to choose a source. |
Lines & Nodes
| Setting | Available values | What it changes |
|---|---|---|
| Render As | LINES, NODES, LINES & NODES | Draws triangle edges, vertex nodes, or both from the same moving surface. |
| Line Opacity | 0–1 | Fades the triangle edges independently of the vertex nodes. |
| Node Size | 1–16 | Sets vertex node diameter in screen pixels. |
| Node Opacity | 0–1 | Fades the vertex nodes independently of the triangle edges. |
| Node Glow | 0–1 | Adds a soft halo around each node. Use the shared Glow effect for whole-scene bloom. |
Waves
| Setting | Available values | What it changes |
|---|---|---|
| Wave Intensity | 0–1 | Sets the height of the broad waves that travel over the wire surface. Use Assign modulation to choose a source. |
| Wave Frequency | 0.5–10 | Sets how many wave crests fit around the orb. Use Assign modulation to choose a source. |
| Wave Speed | 0–2 | Sets how quickly the wave crests travel across the orb. Use Assign modulation to choose a source. |
Noise
| Setting | Available values | What it changes |
|---|---|---|
| Noise Scale | 0–5 | Sets the size of the smooth terrain regions that make the sphere uneven. Use Assign modulation to choose a source. |
| Noise Intensity | 0–1 | Sets how deeply the smooth terrain pushes and pulls the resting sphere. Use Assign modulation to choose a source. |
| Noise Speed | 0–0.5 | Sets how quickly the smooth terrain drifts across the sphere. Use Assign modulation to choose a source. |
Color
| Setting | Available values | What it changes |
|---|---|---|
| Base Color | Color | Chooses the wire color used in quieter and lower-latitude regions. |
| Accent Color | Color | Chooses the wire color revealed by latitude and local spectrum energy. |
| Color Intensity | 0.1–5 | Sets the overall brightness of the wire colors. Use Assign modulation to choose a source. |
| Color Reactivity | 0–1 | Sets how strongly local spectrum energy brightens each part of the wire mesh. Use Assign modulation to choose a source. |
| Audio Hue Mix | 0–1 | Sets how far active vertices shift from the base color toward the accent color. Use Assign modulation to choose a source. |
Regions
| Setting | Available values | What it changes |
|---|---|---|
| Region Mix | 0–1 | Groups neighboring vertices into moving regions that share nearby spectrum energy. Use Assign modulation to choose a source. |
| Region Scale | 0.5–6 | Sets the number and size of neighboring spectrum regions on the orb. Use Assign modulation to choose a source. |
| Region Drift | 0–0.5 | Sets how quickly the spectrum regions travel across the orb surface. Use Assign modulation to choose a source. |
| Sensitivity | 0.1–5 | Sets how strongly the incoming spectrum drives the vertex field. Use Assign modulation to choose a source. |
Display
| Setting | Available values | What it changes |
|---|---|---|
| Background Opacity | 0–1 | Sets the opacity of the black canvas behind the orb; use 0 to composite the orb over another 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.
Tips for a better audio visualization
- Choose Point Cloud for an open blue-and-teal cloud of nodes, or Ember Network for glowing amber nodes connected by faint orange lines.
- Start with Quiet Lattice for the sparse blue and teal wire orb, then raise Displacement Scale or Sensitivity to make the spectrum push farther from the surface.
- Use Spectrum Scatter for fixed local frequency patches, or raise Region Mix and Region Drift for larger groups that move across the sphere.
- Drag the canvas to orbit, use the wheel or pinch to zoom, and right-drag to pan. Reset to Defaults restores the initial view and the tuned blue-and-white look.
- Choose Nodes under Render As for a point cloud, or Lines & Nodes for both. Line Opacity, Node Size, Node Opacity, and Node Glow shape those layers independently.
- Use Interior Opacity to fade the inset surface gradually, or turn off Solid Interior to see the back half of the orb.
- The Phosphor Grid preset supplies the green wire treatment. For the full display look, add the shared Glow, CRT, and Grid Tile effects in the FX Rack; those effects also carry through the shared live and export paths.