Visualizer V1.1
In preview — what's coming to the music visualizer
The next version of the visualizer is on a sandbox build right now. It adds a new fractal, calmer audio reactivity, continuous palette color across the surface, and a manual quality knob — plus repairs to two visuals that were always a little broken. Here's what to expect when it goes live.
Ferrofluid
A new spiked-blob fractal inspired by the classic magnet-near-fluid effect. A dark chrome body with glossy specular highlights and a fresnel rim, with sharp spikes rising from the surface in a regular lattice — present even in silence.
Audio shapes the surface in three distinct ways without making the whole shape pulse:
Palette swirl
On the ferrofluid, bands of palette color now flow continuously across the surface — like contour lines slowly drifting from one spike to another. The pattern is driven by surface position plus a pair of slowly rotating axes, so the rings twist rather than appearing parallel.
The chrome body and specular highlights survive underneath the rings, giving the whole surface a psychedelic-but-metallic read.
Calmer Bulb morph
The Mandelbulb used to morph its entire shape on every beat. The underlying audio-to-power swing was four times stronger than it needed to be — it read as the whole fractal "throbbing in and out" instead of reacting to detail.
In V1.1 the swing is dampened 4×. The shape stays stable; audio reactivity is felt in the palette, surface displacement, and camera — not in the silhouette.
Sacred Geometry & Pointilized
Both fractals had a long-standing bug: their underlying math is space-filling, so when the camera sat at its default distance, every ray hit nearby geometry. Sacred rendered as a flat purple wash; Pointilized rendered as a busy texture wall.
In V1.1 both are bounded to a finite sphere. Sacred now reads as a discrete crystal cluster with visible octahedrons, spheres, and cardinal-axis rods. (Pointilized was bounded too, then removed from the sandbox lineup based on direct feedback — it lives in git history if it's ever wanted back.)
Resolution slider
Audio menu now has a Resolution sub-section with a 5-stop quality slider: Auto / Low / Medium / High / Ultra. Auto picks a budget from your device tier (phone / laptop / desktop). The other stops pin the render budget so you can choose between sharpness and frame rate.
The choice persists across reloads. Even at a pinned preset, the automatic frame-rate guard still runs on top — so thermal events won't make a tab unwatchable.
Menu no longer blurs the canvas
When the controls sheet is open, the visualizer behind it is no longer blurred. The whole point of dragging a slider is to see the image change live; the blur made that harder than it had to be.
Try V1.1 now
The sandbox is live at dev.coreyscherrer.com/digable-planets-next/ — same controls as the stable build, with everything above already wired up. Bring a track with bass.
The stable build at /digable-planets/ remains frozen and untouched.