Voxel AudioLink Spectrum
This feature will expand voxels to display a spectrum of the music using AudioLink.
It works off of a 'source' coordinate that determines how the spectrum is positioned on the material, samples the spectrum values and expands the voxels based off of the intensity of the frequency at the sampled value.
Source
The source determines the coordinates that will be used to position the spectrum on the material. The spectrum is sampled using only one coordinate so we have to figure out how to get that one coordinate.
UV0/UV1
This will use the UV0/UV1 channel to position the spectrum.
UV Mask Vector
This X/Y value will determine which part of the UV coordinate will be used to sample the spectrum.
A value of 0 in a coordinate will mean that that coordinate is not used, where as a value of 1 means that it will be used. 2 means that it will be used and scaled by a factor of 2.
For example:
- A value of (1,0) will use the X coordinate of the UV to sample the spectrum.
- A value of (0,1) will use the Y coordinate of the UV to sample the spectrum.
- A value of (1,1) will blend the X and Y coordinates, using the sum of the two to sample the spectrum.
It's mostly only useful to use either 1,0 or 0,1 here.
Local Pos
This will use the local positon of the mesh that the material is on as the source. This local position is affected by how the mesh moves, so moving your limbs around will affect the local position.
Mask Vector
Local pos is in 3D so, this mask is a X/Y/Z value will determine which part of the local position will be used to sample the spectrum.
A value of 0 in a coordinate will mean that that coordinate is not used, where as a value of 1 means that it will be used. 2 means that it will be used and scaled by a factor of 2.
For example:
- A value of (1,0,0) will use the X coordinate of the local pos to sample the spectrum.
- A value of (0,1,0) will use the Y coordinate of the local pos to sample the spectrum.
- A value of (1,1,0) will blend the X and Y coordinates, using the sum of the two to sample the spectrum.
It's mostly only useful to have only one coordinate set to 1.
Beware that due to different coordinate systems on different meshes, the X/Y/Z coordinates may be swapped between meshes.
General Options
Mask
An optional mask that will hide the spectrum and not stretch the voxels.
Type
Provides a few different choices of spectrum:
- Unsmoothed - the raw spectrum.
- Unsmoothed EQ'd - the specturm but filtered by EQ.
- Smoothed - heavily smoothed spectrum.
Intensity
Determines how boosted the overall spectrum will be, how much it will stretch the voxels.
Scale
Determines the stretch/squish of the spectrum on the selected source.
- Values above 1 will stretch the spectrum.
- Values below 1 will squish the spectrum.
Offset
Allows you to move the spectrum forward/backward on the selected source.
Write to Animation Color
Whether or not to write the spectrum into the animation color mask system.
- Places where there is no spectrum AudioLink will not result in animation color.
- Places where there is some spectrum AudioLink will result in the appropriate amount of animation color, depending on the intensity of the frequency at that point.
More information about the animation color system
Frequency Adjustments
The spectrum allows you to adjust the gain of two bands, including their crossover point. The bands have a 24db/octave crossover.
These adjustments do not affect any other AudioLink effect or feature.
Low/High Crossover
Determines the point in the frequency space at which the low and high bands will cross over.
The cross over will have some cross-talk between the two bands.
- The band on the left of the crossover will be the 'low' band.
- The band on the right of the crossover will be the 'high' band.
Low Boost
The gain of the low band, unitless.
High Boost
The gain of the high band, unitless.
Stretch
These stretch values will make the spectrum elongate/shrink the voxels in response to the intensity of the spectrum frequency at that voxel.
XYZ will stand for different things depending on if 'align to world' is on in the voxel settings and the local coordinate space of the mesh.
It's best to experiment with these values and see what they do on your mesh.
- 0 means no stretch will occur.
- 1 means one unit of stretch will occur.
- 2 means two units of stretch will occur.
- Negative values may do funky stuff so be careful!
Positive Stretch
Determines how much stretch will occur on the positive part of an axis.
Negative Stretch
Determines how much stretch will occur on the negative part of an axis.