// OCTA RING — ten small video octahedra strung on a slow carousel, every // stone tumbling on its own hashed axis and bobbing on a detuned sine, so // the ring glitters with staggered flashes of the clip. Pattern taught // here: leaving fx_axis at the engine default (a hashed per-instance axis) // while the doc owns only the carousel placement. { name: "Octa Ring" engine: "videomesh" shape: "octahedron" seed: 17 instances: 10 size: 1.15 spread: 3.6 fly: 0.8 beat_pulse: 0.4 input0: "test" color_bg: #x060610 color_a: #xf0a840 color_b: #x40e8c0 color_c: #xfff0d8 fog: 0.02 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2} ] // THE LOOK LIVES HERE — carousel + tumble placement, facet fragment. shader: draw.DrawVjFxVideomesh { fx_place: fn(id: float, hash: float, t: float) -> vec4 { let a = (id / 10.0 + t * 0.025) * 6.2831853 let r = self.shape.w let y = 0.35 * sin(t * 0.5 + id) let spin = t * (0.4 + hash * 0.7) * (1.0 + clamp(self.user.x, 0.0, 4.0)) return vec4(sin(a) * r, y, cos(a) * r, spin) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let tint = self.col_a.xyz.mix(self.col_b.xyz, attr.x) let lit = content.xyz * t + tint * 0.14 let rim = self.col_c.xyz * (1.0 - attr.z) * (0.4 + self.time_beat.w * 1.0 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + rim) * self.fog.y, 1.0) } } }