NCS
Visualiser that represents a Particle Field displaced by 4-Dimensional Perlin Noise. Used in NoCopyrightSounds Music Videos on YouTube. Using default PipeWire and Audio Settings is recommended, while capturing at a Sample Rate of 11000 Hz.
Requires 1 Atomic Texture if Color Tracking is disabled, and 5 if it is enabled.
Base Form
Represents the Grid of the Particles.
| Property | Data Type | Description | Example |
|---|---|---|---|
| type | int | Type of the Grid to use. 0 for Rectangular , and 1 for Spherical Grid arranged as Concentric Circles | 0 |
| scale | vec3 | The overall Scaling Factor for the displayed Grid in X, Y and Z directions | vec3(2) |
| numParticles | vec3 | The number of Particles to render. Maximum number of Particles in each Dimension is the size of the window in that dimension | resolution.xy |
| zSize | float | The size of the Window in the Z Axis | 100 |
| rotations | mat3 | The rotations to apply to the BaseForm | IDENTITY_MATRIX |
| rotationCenter | vec3 | The center around which the rotations will be applied | vec3(resolution.xy / 2, 0) |
Particle Properties
Represents individual Particles.
| Property | Data Type | Description | Example |
|---|---|---|---|
| color | vec4 | Color of the Particles | vec4(0, 0, 1, 1) |
| opacityMultiplier | float | Use this value to affect the Particle's opacity with various parameters | 1 |
| size | int | Size of the Particles | 3 |
| feather | float | Feathering or Smoothing of the Particles . Between 0 and 1 | 0.5 |
| colorIntensityAddStrength | float | Uses Add Color Blend mode to mix colors when Particles overlap. Between 0 and 1 | 0.1 |
| antiAlias | float | Change this value in case some color combination produces jagged spherical edges. Greater than 0 | 4.5 |
| position | vec3 | The position of the Particle | - |
Audio Controls Represents various Audio Settings and captured Audio Data.
| Property | Data Type | Description | Example |
|---|---|---|---|
| multiplier | float | Determines the strength by which the audio stream affects the inner Fractal Field displacements | 7 |
| bassMultiplier | float | Determines the Sphere's size change by the audio's lower frequencies | 5 |
| mixing | float | Between 0 and 1. Greater value means stronger reaction to beats or tonal changes in audio | 0.5 |
| bass | float | Audio value corresponding to the lower frequencies is stored here | - |
| exponentiationFactor | float | The Factor that is used to raise the power of the intermediate Audio Data Points, for the 'quickness' of the reactions when there is a sudden change in the playing Frequencies | 1.02 |
| samplePoints[9] | float | The Normalised Points at which Audio Samples are taken for an Intermediate Audio Value that is used to derive the final Audio output value. | {0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9} |
| samplePointsDifferences[9] | float | The Step for the next Audio Sample Point for the current Intermediate Audio Value, which will be used to find the maximum of the Audio Data at this stepped Point and the Point before the difference. | {0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05, 0.05} |
| intermediateAudios[8] | float | Intermediate Audio Values, stored in Ascending Order of the Intensity of the Frequencies. Used to derive the final driving audio value | - |
| value | float | The Final Audio Value that is derived from the Intermediate Audio Values | - |
Fractal Field Controls
Represents the Underlying Noise Field.
| Property | Data Type | Description | Example |
|---|---|---|---|
| octaveMultiplier | float | Defines the multiplier value with which a Noise Octave gets added in to the final Noise Output . Higher values produce more peaks and valleys | 0.5 |
| octaveScale | float | Defines the scale of each Noise Octave that constitutes the final Noise Output | 1.5 |
| complexity | int | Defines the number of Octaves , or the number of values that add up in the final Noise Output . Higher is slower. | 3 |
| fScale | float | Defines the scale of the overall noise-displaced Particle Grid . Higher value gives a 'zoomed-in' view, providing more displaced output | 10 |
| dimensions | vec4 | The dimensions of the Fractal Field in X, Y, and Z directions along with time | vec4(1000) |
| gamma | float | Adjusts the difference between the valleys and peaks of the Noise Output , similar to gamma for brightness / contrast values | 1 |
| noiseType | float | Type of noise. 0 is normal , while 1 is abs | 0 |
| minVal | float | Determines the minimum possible output value of the Noise function | -1 |
| maxVal | float | Determines the maximum possible output value of the Noise function | 1 |
| offset | float | The offset to add to the overall Noise produced | 0 |
| noiseMultiplier | float | Multiplier for generated Noise | 1 |
| constantNoiseMultiplier | float | Value that gets added along with the Audio Value to the overall Noise generated; can be used to have a non-zero Noise Output | 0 |
| affectOpacity | float | Determines the extent to which the Fractal Field affects the Opacity of the Particles | 0 |
| affectSize | float | Determines the extent to which the Fractal Field affects the Size of the Particles | 0 |
| loop | int | Whether to loop the Fractal Field after the specified amount of loopFrames have passed | 0 |
| loopFrames | int | The Number of Frames after which the Fractal Field will loop. fScale >= loopTime * min(flow.x, flow.y, flow.z, flow.w) / dimensions should be satisfied for the looping to take place, or you might see unexpected Noise values | 200 |
| displacementType | int | The type of the displacement to use. 0 is Normal Displacement , and 1 is Radial Displacement (strength of the displacement is determined by displacements.x ) | 0 |
| displacements | vec3 | Displacements in X,Y and Z directions | vec3(100) |
| flows | vec4 | Flow of the Fractal Field in X, Y and Z directions, along with Flow in Time ( Flow Evolution ) | vec4(0, 0, 0, 2) |
| noise | vec3 | The output noise value for each spatial direction X, Y and Z | - |
Sphere Controls
Represents the Sphere that can displace the Particles Radially.
| Property | Data Type | Description | Example |
|---|---|---|---|
| radius | float | Radius of the Sphere | 0 |
| feather | float | Determines the size of the "band" around the Sphere . Between 0 and 1 | 0 |
| strength | float | The Strength with which the particles get pushed (or pulled) from the center of the Sphere | 1 |
| center | vec3 | Coordinates of the Center of the Sphere | vec3(resolution.xy / 2, 0) |
| scale | vec3 | Scale of the Sphere in each Direction | vec3(1) |