⬡ Demos
Described, not running here
This page is writing about the elemental system and the orb. There is no shader canvas on this page, and the header has no Pause control.
What this page is
These pages are static documents. They do not mount a live shader field. There is no Pause control in the header because nothing here is running one.
If your system is set to reduce motion, that does not change this page: there is no shader animation to still.
The seven elements
An element changes optical behaviour, not colour. Each carries its own specular exponent and weight, which is what makes the surfaces read differently.
Ice
Specular exponent 112.0, weight 0.55. The tightest, hardest highlight of the seven.
Water
Exponent 52.0, weight 0.45. A bright, tight highlight with strong falloff.
Acid
Exponent 34.0, weight 0.28. Roughly two thirds of water's exponent, so the highlight is broader and duller — thick and viscous, droplets that cling rather than run.
Sunbeam
Exponent 18.0, weight 0.10. Low specular and high spread, so it reads as radiance rather than a lit surface.
Electricity
Exponent 14.0, weight 0.08. Almost no surface highlight; the light comes from the arc itself.
Fire
Exponent 12.0, weight 0.05. Soft and diffuse, reading as glow rather than surface.
Earth
Exponent 9.0, weight 0.04. The most matte of the seven.
How the orb moves
The orb in the application runs a fluid simulation each frame. Velocity is advected through itself, swirl is added back after it would otherwise be lost, pressure is solved and subtracted so the field stops compressing, and colour is then carried through the corrected field and shaded.
Forty-eight settings drive it. Each has a fixed range and is clamped when set, so a value outside its range is rejected rather than stored.
What is not here yet
Recorded captures of the application itself are not published on this page. When they are, they will carry the version they were captured from.