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.
PropertyData TypeDescriptionExample
typeintType of the Grid to use. 0 for Rectangular , and 1 for Spherical Grid arranged as Concentric Circles0
scalevec3The overall Scaling Factor for the displayed Grid in X, Y and Z directionsvec3(2)
numParticlesvec3The number of Particles to render. Maximum number of Particles in each Dimension is the size of the window in that dimensionresolution.xy
zSizefloatThe size of the Window in the Z Axis100
rotationsmat3The rotations to apply to the BaseFormIDENTITY_MATRIX
rotationCentervec3The center around which the rotations will be appliedvec3(resolution.xy / 2, 0)

Particle Properties Represents individual Particles.
PropertyData TypeDescriptionExample
colorvec4Color of the Particlesvec4(0, 0, 1, 1)
opacityMultiplierfloatUse this value to affect the Particle's opacity with various parameters1
sizeintSize of the Particles3
featherfloatFeathering or Smoothing of the Particles . Between 0 and 10.5
colorIntensityAddStrengthfloatUses Add Color Blend mode to mix colors when Particles overlap. Between 0 and 10.1
antiAliasfloatChange this value in case some color combination produces jagged spherical edges. Greater than 04.5
positionvec3The position of the Particle-

Audio Controls Represents various Audio Settings and captured Audio Data.
PropertyData TypeDescriptionExample
multiplierfloatDetermines the strength by which the audio stream affects the inner Fractal Field displacements7
bassMultiplierfloatDetermines the Sphere's size change by the audio's lower frequencies5
mixingfloatBetween 0 and 1. Greater value means stronger reaction to beats or tonal changes in audio0.5
bassfloatAudio value corresponding to the lower frequencies is stored here-
exponentiationFactorfloatThe 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 Frequencies1.02
samplePoints[9]floatThe 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]floatThe 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]floatIntermediate Audio Values, stored in Ascending Order of the Intensity of the Frequencies. Used to derive the final driving audio value-
valuefloatThe Final Audio Value that is derived from the Intermediate Audio Values-

Fractal Field Controls Represents the Underlying Noise Field.
PropertyData TypeDescriptionExample
octaveMultiplierfloatDefines the multiplier value with which a Noise Octave gets added in to the final Noise Output . Higher values produce more peaks and valleys0.5
octaveScalefloatDefines the scale of each Noise Octave that constitutes the final Noise Output1.5
complexityintDefines the number of Octaves , or the number of values that add up in the final Noise Output . Higher is slower.3
fScalefloatDefines the scale of the overall noise-displaced Particle Grid . Higher value gives a 'zoomed-in' view, providing more displaced output10
dimensionsvec4The dimensions of the Fractal Field in X, Y, and Z directions along with timevec4(1000)
gammafloatAdjusts the difference between the valleys and peaks of the Noise Output , similar to gamma for brightness / contrast values1
noiseTypefloatType of noise. 0 is normal , while 1 is abs0
minValfloatDetermines the minimum possible output value of the Noise function-1
maxValfloatDetermines the maximum possible output value of the Noise function1
offsetfloatThe offset to add to the overall Noise produced0
noiseMultiplierfloatMultiplier for generated Noise1
constantNoiseMultiplierfloatValue that gets added along with the Audio Value to the overall Noise generated; can be used to have a non-zero Noise Output0
affectOpacityfloatDetermines the extent to which the Fractal Field affects the Opacity of the Particles0
affectSizefloatDetermines the extent to which the Fractal Field affects the Size of the Particles0
loopintWhether to loop the Fractal Field after the specified amount of loopFrames have passed0
loopFramesintThe 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 values200
displacementTypeintThe 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
displacementsvec3Displacements in X,Y and Z directionsvec3(100)
flowsvec4Flow of the Fractal Field in X, Y and Z directions, along with Flow in Time ( Flow Evolution )vec4(0, 0, 0, 2)
noisevec3The output noise value for each spatial direction X, Y and Z-

Sphere Controls Represents the Sphere that can displace the Particles Radially.
PropertyData TypeDescriptionExample
radiusfloatRadius of the Sphere0
featherfloatDetermines the size of the "band" around the Sphere . Between 0 and 10
strengthfloatThe Strength with which the particles get pushed (or pulled) from the center of the Sphere1
centervec3Coordinates of the Center of the Spherevec3(resolution.xy / 2, 0)
scalevec3Scale of the Sphere in each Directionvec3(1)