A curved spectrum landscape with coherent whole-sheet audio motion, additive height-limited ripples, sparse moving stars, smooth bouncing palette lights, eight performance presets, and stable framing.
Default demo track · live audio-reactive settings
Terrain Mesh is a horizon-filling audio landscape in the Wire category. Successive live-spectrum ripples alternate evenly across the left, center, and right of the grid as they travel from the distant curve toward the camera, shifting through saturated valley, crest, and peak colors that remain distinct as they climb. Light Ripple Crests can lift the brightest part of each ripple while preserving its palette color. Optional layered displacement visibly reshapes the entire terrain sheet from moment to moment with continuous flowing folds beneath the individual traveling ripples, while an adjustable height limit keeps their combined movement in frame and leaves the far edge readable. Sparse, crisp stars advance with the mids and twinkle subtly with high-frequency detail and occasional beat accents. Smooth palette-colored lights bounce from the displaced surface and cast moving pools of their own color across the terrain. Quiet and loud tracks stay within a comparable motion range. Plasma is the opening look, followed by seven presets that span contrasting terrain scales, displacement styles, and camera compositions; Mono retains its neutral palette with brighter terrain detail. Terrain Mesh requires WebGPU; see Browser Support for current platform details.
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.
Choose a named preset, then use Layered Displacement and Height Limit in Core to balance the broad terrain movement against the traveling ripples. Use Smooth Preset Changes in Animation to blend into the next look. Reset Camera sits with the other Camera controls.
Use Reset to Defaults whenever you want to return to the original look.
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
Displacement
Core
Controls how far the shape moves away from its base surface.
Bloom Strength
Atmosphere
Sets the visible bloom strength.
Travel Speed
Animation
Sets how quickly travel changes or moves.
Exploration Sway
Camera
Controls exploration sway; higher values increase the effect and lower values reduce it.
Chooses a centered terrain-filling Locked Horizon, a 2×-area Slow Survey that fills roughly 70% of the canvas at an angle, or a distinctly wider Audio Drift framing; each change eases smoothly into place.
Field of View
30°–90°
Widens or narrows the camera view.
Height
0–14
Moves the camera strictly up and down without changing Field of View, zoom, aim, or depth; zero remains safely above the displaced terrain.
Exploration Sway
0–3
Controls exploration sway; higher values increase the effect and lower values reduce it. Use Assign modulation to choose a source.
Survey Speed
0.02–0.5
Sets how quickly Slow Survey pans, aims, and dollies across the terrain.
Audio Lift
0–8
Sets how much bass can lift the otherwise stable horizon camera.
Look Ahead
0.15–0.5
Sets how far into the terrain the camera aims.
Reset Camera
Action
Returns the camera to the opening low-horizon position.
Balances drawing clarity and frame rate by limiting render resolution.
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 Horizon or Ocean, then balance Displacement, Fog Top, and Horizon Strength; the bounded camera keeps strong peaks in view.
Keep Layered Displacement on for broad terrain movement, then lower Height Limit if the individual ripples need more visual separation.
Raise Terrain Light when the bouncing lights should color more of the landscape, or raise Audio Bounce for stronger rebounds without changing the terrain displacement.
Use a larger FFT Size for detailed melodic material and a smaller one for broader, chunkier motion.