Wire

Terrain Mesh

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.

Open Terrain Mesh

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. 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.
  4. Use Reset to Defaults whenever you want to return to the original look.

Presets and styles

Plasma · Horizon · Synthwave · Ocean · Ember · Ice · Toxic · Mono

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
DisplacementCoreControls how far the shape moves away from its base surface.
Bloom StrengthAtmosphereSets the visible bloom strength.
Travel SpeedAnimationSets how quickly travel changes or moves.
Exploration SwayCameraControls exploration sway; higher values increase the effect and lower values reduce it.

Settings reference

Core

SettingAvailable valuesWhat it changes
Grid Density24–192Controls how concentrated the visible elements appear.
Width60–220Sets the visible width.
Depth90–280Sets the visible depth.
Displacement2–32Controls how far the shape moves away from its base surface. Use Assign modulation to choose a source.
Layered DisplacementOn / OffMakes the whole terrain sheet fold and undulate with the music beneath the individual ripples traveling from the horizon.
Height Limit4–24Caps the combined broad movement and individual ripples so the landscape remains in frame.
Raised PeaksOn / OffRaises spectrum activity above the terrain when on; turn it off to carve the same activity into the surface.
Horizon Curve0–0.6Controls horizon curve; higher values increase the effect and lower values reduce it.

Terrain Detail

SettingAvailable valuesWhat it changes
Idle Relief0–6Controls idle relief; higher values increase the effect and lower values reduce it.
Noise Scale0.2–2.5Sets the size of the underlying landforms, from broad rolling terrain to tighter formations.
Noise Detail1–4Adds progressively finer layers to the underlying terrain.
Persistence0.15–0.8Sets how strongly the finer terrain layers remain visible.
Spectrum Spread0.25–1.5Controls how far elements separate from the center or from one another.

Material

SettingAvailable valuesWhat it changes
FinishCHROME, GOLD, COPPER, OBSIDIAN, PRISM, NEONChooses a physical terrain finish: Chrome, Gold, Copper, Obsidian, Prism, or Neon.
Light Ripple CrestsOn / OffBrightens the top of each traveling ripple while retaining its current palette color.
Exposure0.35–1Sets the overall rendered brightness.

Atmosphere

SettingAvailable valuesWhat it changes
Fog Base-20–10Sets the world height below which the terrain fog becomes solid.
Fog Top-5–32Sets the world height where the terrain fog clears into drifting wisps.
Distance Haze0–0.012Sets how strongly distant terrain dissolves into the fog color.
Bloom Strength0–0.8Sets the visible bloom strength. Use Assign modulation to choose a source.
Bloom Radius0–1Sets the visible bloom radius.
Bloom Threshold0.4–1Sets the level that must be crossed before bloom appears.
Horizon Strength0–0.35Sets the brightness of the horizon glow.
Horizon Width0.04–0.3Sets how far the horizon glow spreads into the background.

Horizon Stars

SettingAvailable valuesWhat it changes
Show StarsOn / OffShows or hides the palette-colored depth field above the terrain horizon.
Star Count0–64Sets how many crisp background stars establish depth above the terrain.
Star Size0.2–1.5Sets the pixel size of the background stars.
Forward Drift0–1.5Sets how quickly the stars advance toward the camera; mids add extra forward motion, and stars re-enter only after passing beyond view.
Audio Twinkle0–1Sets how strongly high-frequency detail and sparse beat accents brighten the stars.

Colors

SettingAvailable valuesWhat it changes
Valley ColorColorSets the color of low valleys and quiet parts of the terrain.
Crest ColorColorSets the middle color reached as terrain ridges rise.
Peak ColorColorSets the color of the strongest terrain peaks.
Ridge GlowColorSets the emissive color of traveling beat ridges.
BackgroundColorSets the background.
Horizon GlowColorSets the color of the glow behind the terrain horizon.
Fog ColorColorSets the fog color.

Audio

SettingAvailable valuesWhat it changes
FFT Size32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384Sets how much frequency detail the terrain can read. Higher values separate nearby frequencies more finely.
Input Gain0x–3xSets how strongly incoming audio drives the visual.
Bass Response0–2Controls bass response; higher values increase the effect and lower values reduce it.
Mid Response0–2Controls mid response; higher values increase the effect and lower values reduce it.
High Response0–2Controls high response; higher values increase the effect and lower values reduce it.
Attack0.01s–0.12sSets how quickly the terrain rises toward a new peak.
Release0.08s–0.8sSets how gradually the terrain settles after a peak.
Gain Memory1s–12sSets how long the visual response remembers the track’s recent loudness before adapting to a quieter passage.
Noise Floor0.02–0.2Sets the minimum loudness reference so silence and low-level noise do not become full-scale motion.

Animation

SettingAvailable valuesWhat it changes
Smooth Preset ChangesOn / OffBlends terrain shape, color, atmosphere, material, and camera framing when you select another preset.
Transition Time0.2s–4sSets how long a smooth preset transition takes.
Transition EasingLINEAR, EASE IN/OUT, EASE OUTChooses the motion curve used by smooth preset transitions.
Travel Speed0–1.5Sets how quickly travel changes or moves. Use Assign modulation to choose a source.
Beat ShockwaveOn / OffTurns beat shockwave on or off.
Beat Ridge0–1Sets the height of beat-driven ridges that travel from the horizon toward the camera.
Ridge Emission0–1Sets the intensity of the bright core and bloom carried by each traveling beat ridge.

Bouncing Lights

SettingAvailable valuesWhat it changes
Show LightsOn / OffShows or hides the smooth palette-colored lights that rebound from the terrain.
Light Count0–48Sets how many bouncing lights travel across the terrain.
Light Size0.18–1.4Sets the visible size of each round light.
Audio Bounce0–18Sets how strongly active audio launches each light after it meets the displaced surface.
Terrain Light0–2Sets how strongly the moving lights color the surrounding terrain.

Camera

SettingAvailable valuesWhat it changes
Camera ModeLOCKED HORIZON, SLOW SURVEY, AUDIO DRIFTChooses 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 View30°–90°Widens or narrows the camera view.
Height0–14Moves the camera strictly up and down without changing Field of View, zoom, aim, or depth; zero remains safely above the displaced terrain.
Exploration Sway0–3Controls exploration sway; higher values increase the effect and lower values reduce it. Use Assign modulation to choose a source.
Survey Speed0.02–0.5Sets how quickly Slow Survey pans, aims, and dollies across the terrain.
Audio Lift0–8Sets how much bass can lift the otherwise stable horizon camera.
Look Ahead0.15–0.5Sets how far into the terrain the camera aims.
Reset CameraActionReturns the camera to the opening low-horizon position.

Performance

SettingAvailable valuesWhat it changes
Render Scale0.5×, 0.75×, 1×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.

Tips for a better audio visualization

  • 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.