Planetary Accretion is a space-themed audio-reactive scene in BeamTracer Audio Visualizers. Shape its response in your browser with settings, audio modulation, presets, and tips.
Default demo track · live audio-reactive settings
Planetary Accretion is a space-themed audio-reactive scene in the Space category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.
Real planets grow through collision: over millions of years, small bodies in a young star's disc repeatedly crash into and stick to one another, gradually building up mass until a handful of dominant bodies remain. BeamTracer's N-body gravity sandbox turns that long, patient process into a fast, audio-reactive spectacle rather than a scale simulation of real accretion timescales.
Growth is a snowball process. Dust grains coalesce into pebbles, pebbles into kilometer-scale planetesimals, and planetesimals into protoplanets — each stage only proceeds if collisions are gentle enough for material to stick rather than shatter.
The Moon may be impact debris. The leading explanation for the Moon's origin holds that a Mars-sized protoplanet struck the young Earth a glancing blow, throwing molten material into orbit that later gathered itself into the Moon.
Building a rocky planet is slow. Terrestrial worlds like Earth and Mars are thought to take on the order of tens of millions of years to fully assemble after their star ignites — vastly longer than the seconds-scale mergers you can trigger in a preset.
Gas giants raced ahead. Jupiter and Saturn appear to have built their cores and grabbed most of their gas within roughly the solar system's first 10 million years, before the surrounding disc dissipated.
Scientists can date the last big hit. Because a radioactive form of hafnium decays into tungsten on a short half-life, researchers use the ratio of the two elements in rock samples to pin down when a planet's last giant collision happened.
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
Simulation Speed
Core
Sets how quickly simulation changes or moves.
Local Gravity
Core
Sets the downward pull on moving elements.
Body Spin
Visual
Sets the body spin of the visible composition.
Sun Light Intensity
Visual
Sets the visible sun light intensity.
Distance
Camera
Sets how far the camera sits from the subject.
Radius
Audio Rings
Sets the visible radius.
Amplitude
Audio Rings
Controls the distance of the motion from its resting position.
Sets the visible radius. Use Assign modulation to choose a source.
Amplitude
0.5–20
Controls the distance of the motion from its resting position. Use Assign modulation to choose a source.
Opacity
0–1
Sets the overall transparency. Use Assign modulation to choose a source.
Ring Color
Color
Sets the ring color.
Time Domain
On / Off
Turns time domain on or off.
Shockwave Echo
On / Off
Turns shockwave echo on or off.
Echo Count
2–15
Sets how many visible elements are drawn.
Echo Speed
0.01–0.2
Sets how quickly echo changes or moves.
Echo Decay
0.5–0.99
Sets how long echo decay remains visible.
Some controls appear only after you enable a related mode or style. The settings panel always reflects the options available for the current selection.
Use bass for the largest orbital or camera motion and highs for stars, sparks, or glow accents.
Try assigning Bass to Simulation Speed, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.