Simulation

Smoke Simulation

Smoke Simulation is a responsive simulated scene in BeamTracer Audio Visualizers, built on WebGPU. Settings, audio modulation, presets, and tips.

Open Smoke Simulation ↗
Default demo track · live audio-reactive settings

Smoke Simulation is a responsive simulated scene in the Simulation category. Open it from the left visualizer list, start an audio source, and use the settings panel to shape its response.

Open Smoke Simulation

Launch the visualizer with its matching left-nav entry selected.

Quick start

  1. Start the demo track, choose a local audio file, or enable a live input.
  2. Try a preset or style first, then open the section for the part of the image you want to change.
  3. On a control with Assign modulation, open the source picker, choose a signal, and watch the slider's live fill.
  4. Use Reset to Defaults whenever you want to return to the original look.

Presets and styles

Circular Glow · Spectrum Bars · Random Chaos · Central Pulse · Dual Mode · Grayscale Fire

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 controlSectionWhat the route changes
Buoyancy SigmaBuoyancy & HeatSets how strongly hot smoke floats upward; at 0 the smoke does not rise at all, and higher values make it surge up.
External TemperatureBuoyancy & HeatSets how much extra heat dense smoke keeps picking up on its own, so thick plumes keep rising; at 0 smoke only has the heat it was released with.
VorticityVorticityControls the strength of the swirling motion.
Density DissDissipationControls how concentrated the visible elements appear.
Velocity DissDissipationSets how much of the smoke motion is kept each second; at 1.00 the swirling never slows down, and lower values make the flow settle faster.
HueColorsMoves the color around the color spectrum.
SaturationColorsMoves colors from muted toward vivid.
Background HueColorsMoves the color around the color spectrum.
Puff ForcePuffsSets how hard each random puff pushes the smoke; higher values make bigger, faster sweeping gusts. Available when Random Puffs is on.
Spectrum ForceSpectrum EmitterSets how hard the Spectrum Mode jets shoot smoke; higher values send louder bands streaming much farther across the screen. Available when Spectrum Mode is on.
Circular ForceCircular EmitterSets how hard smoke is shot outward from the ring in Circular Mode; higher values send plumes streaming much farther from the ring. Available when Circular Mode is on.

Settings reference

Core

SettingAvailable valuesWhat it changes
Display ModeDENSITY, COLORED, VELOCITY, SPEED, TEMPERATURE, VORTICITY, PRESSURE, DIVERGENCEChooses the display mode or style.
Smoke Radius5–20Sets the visible smoke radius.
Smoke Temperature0–5Sets how hot freshly released smoke is; hotter smoke rises faster and climbs higher.
Pressure Iterations0–50Trades visual detail against performance.
BoundariesOn / OffTurns boundaries on or off.

Material

SettingAvailable valuesWhat it changes
Color ModeCONSTANT, COS-FUNCTION, VELOCITYChooses the color mode or style.

Buoyancy & Heat

SettingAvailable valuesWhat it changes
Buoyancy Sigma0–3Sets how strongly hot smoke floats upward; at 0 the smoke does not rise at all, and higher values make it surge up. Use Assign modulation to choose a source.
Buoyancy Kappa0–0.5Sets how strongly dense smoke is weighed down by its own thickness; higher values make thick smoke sink or rise more slowly.
Ambient Temperature-1–1Sets the temperature of the surrounding air that the smoke is compared against; lower values make the smoke rise more, and higher values reduce its lift until it sinks.
External Temperature0–0.1Sets how much extra heat dense smoke keeps picking up on its own, so thick plumes keep rising; at 0 smoke only has the heat it was released with. Use Assign modulation to choose a source.

Vorticity

SettingAvailable valuesWhat it changes
Vorticity0–1Controls the strength of the swirling motion. Use Assign modulation to choose a source.
Vort Eps0.001–0.1Sets the minimum swirl strength that gets boosted; higher values leave gentle eddies alone and reinforce only the strong ones.
Vort Dt0.1–2Scales how much each swirl boost adds to the flow; higher values whip up stronger, livelier curls in the smoke.
Vort Dx0.5–2Sets the horizontal cell width used when finding where swirls are strongest; larger values weaken the swirl boost, and 1 is the baseline.
Vort Dy0.5–2Sets the vertical cell height used when finding where swirls are strongest; larger values weaken the swirl boost, and 1 is the baseline.

Solver

SettingAvailable valuesWhat it changes
Jacobi Alpha-2–0Sets how transparent the jacobi appears.
Jacobi Beta1–8Sets how firmly the flow is kept from bunching up or thinning out; leave it near 4 for the standard look, and note that other values make the smoke behave softer or stiffer.
Grid Dx0.5–2Sets the horizontal cell width the flow uses when smoothing out smoke pressure; leave it at 1 for the standard look, since other values change how tightly the smoke swirls and spreads.
Grid Dy0.5–2Sets the vertical cell height the flow uses when smoothing out smoke pressure; leave it at 1 for the standard look, since other values change how tightly the smoke swirls and spreads.
Curl Dx0.5–2Sets the horizontal cell width used when measuring how fast the smoke is spinning; larger values read weaker swirls, which softens the swirl boost, and 1 is the baseline.
Curl Dy0.5–2Sets the vertical cell height used when measuring how fast the smoke is spinning; larger values read weaker swirls, which softens the swirl boost, and 1 is the baseline.

Dissipation

SettingAvailable valuesWhat it changes
Density Diss0.9–1Controls how concentrated the visible elements appear. Use Assign modulation to choose a source.
Velocity Diss0.9–1Sets how much of the smoke motion is kept each second; at 1.00 the swirling never slows down, and lower values make the flow settle faster. Use Assign modulation to choose a source.
Temp Dissipation0.9–1Sets how slowly the smoke cools; at 1.00 it never loses heat, and lower values make it cool down and stop rising sooner.

Colors

SettingAvailable valuesWhat it changes
Hue0°–360°Moves the color around the color spectrum. Use Assign modulation to choose a source.
Saturation0–1Moves colors from muted toward vivid. Use Assign modulation to choose a source.
Hue AnimationOn / OffTurns hue animation on or off.
Hue Speed0.01–3Sets how quickly hue changes or moves.
Background Hue0°–360°Moves the color around the color spectrum. Use Assign modulation to choose a source.
Background Saturation0–1Moves colors from muted toward vivid.
Background Lightness0–1Moves colors from darker toward lighter.
Background Hue AnimationOn / OffTurns background hue animation on or off.
Background Hue Speed0.01–3Sets how quickly background hue changes or moves.

Audio

SettingAvailable valuesWhat it changes
Master Gain0x–3xSets how strongly the input signal affects master.
Bass0–3Sets how strongly bass registers; higher values make bass hits trigger the Central Emitter and Random Puffs more readily and boost any setting you have set to follow the bass.
Mids0–3Sets how strongly mid-range sound registers; higher values make the Central Emitter produce more smoke on mids and boost any setting you have set to follow the mids.
Highs0–3Sets how strongly high-frequency sound registers; it only has a visible effect on settings you have set to follow the highs, and at 0 the highs are ignored.
Smoothing0.01–0.8Balances immediate audio response against steadier motion.

Central Emitter

SettingAvailable valuesWhat it changes
Central EmitterOn / OffTurns central emitter on or off.
Drag X0–1Sets where along the width of the screen the Central Emitter releases smoke on each beat, from the left edge at 0 to the right edge at 1. Available when Central Emitter is on.
Drag Y0–0.5Sets how high above the bottom of the screen the Central Emitter releases smoke, from the bottom edge at 0 up to the middle at 0.5. Available when Central Emitter is on.
Drag Spread0–5Controls how far elements separate from the center or from one another.

Puffs

SettingAvailable valuesWhat it changes
Random PuffsOn / OffTurns random puffs on or off.
Puff Count1–10Sets how many visible elements are drawn.
Puff Force10–300Sets how hard each random puff pushes the smoke; higher values make bigger, faster sweeping gusts. Available when Random Puffs is on. Use Assign modulation to choose a source.

Spectrum Emitter

SettingAvailable valuesWhat it changes
Spectrum ModeOn / OffTurns spectrum mode on or off.
Spectrum Bars8–128Sets how many frequency bands the width of the screen is split into, each one releasing smoke at its own position; higher values give finer, narrower jets. Available when Spectrum Mode is on.
Spectrum Force0.5–50Sets how hard the Spectrum Mode jets shoot smoke; higher values send louder bands streaming much farther across the screen. Available when Spectrum Mode is on. Use Assign modulation to choose a source.
Spectrum PositionTOP, BOTTOM, CENTER, MIRRORChooses the spectrum position mode or style.

Circular Emitter

SettingAvailable valuesWhat it changes
Circular ModeOn / OffTurns circular mode on or off.
Circular Radius0.1–0.5Sets the visible circular radius.
Circular Force0.5–50Sets how hard smoke is shot outward from the ring in Circular Mode; higher values send plumes streaming much farther from the ring. Available when Circular Mode is on. Use Assign modulation to choose a source.
Circular Rotation0°–360°Sets the circular rotation of the visible composition.

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

  • Start with moderate audio strength. Large gain changes can overwhelm the motion before you can see what each band contributes.
  • Try assigning Bass to Buoyancy Sigma, then compare Mid, High, and Volume while the demo track plays. The slider's live fill shows the signal reaching that control.