PHYS//LAB v2.0
3D N-BODY // AXONOMETRIC RENDERER
SIM
FRACTAL
QUANTUM
SHOT
VFX
SET
> DISPLAY
TRAILS
VECTORS
SHADOWS
PHOSPHOR
WIRE SPHERES
LABELS
> VFX / GENERATIVE
P1 GREEN
P3 AMBER
ICE CRT
MAGENTA
DREAMWAVE
MONO
COLOR BY
SPEED
DEPTH
MASS
CHARGE
BODY STYLE
WIRE
DISC
RING
CROSS
VOXEL 8BIT
KALEIDOSCOPE
OFF
MIRROR X
MIRROR Y
QUAD
TRAIL PERSISTENCE 0.85
GLOW AMOUNT 1.0
HIDE UI [H]
> EXPORT
SNAP PNG
REC WEBM
WEBM captures the canvas only - clean plate, no panel.
For a seamless loop: AUTO-ORBIT on, TIME SCALE steady.
> FRACTAL SEED
Geometry becomes the starting state - then physics animates it.
SIERPINSKI
MENGER
TREE
AGGREGATE
PHYLLOTAXIS
TORUS KNOT
FIBONACCI SHELL
HELIX
ITERATION DEPTH 3
BRANCHES PER NODE 2
SPREAD 380
> GROWTH
The structure builds itself outward, one generation at a time.
GROW OVER 6.0 s
ANIMATE GROWTH
CAMERA FOLLOWS
↻ REPLAY GROWTH
FREEZE GEOMETRY
SPRING LINKS
SET IT MOVING
SPIN
BURST
DROP
SWIRL
COLLAPSE
BREATHE
FREEZE pins the bodies into a still structure. Any button above
unfreezes it and gives the shape something to do.
> FLOW FIELD
Steers every body along a strange attractor. Turn TRAILS on.
OFF
LORENZ
ROSSLER
AIZAWA
THOMAS
HALVORSEN
CURL NOISE
VORTEX
FLOW SPEED 1.00
FLOW GRIP 10.0
RESEED CLOUD INTO FLOW
> ORBITALS
Each body is one sample from the exact hydrogen probability density
|ψ|². The cloud is the orbital, drawn by sampling it.
1s
2s
2pz
3dz²
4fz³
SAMPLES 900
> UNCERTAINTY
Δx·Δp ≥ ℏ/2 enforced literally. Squeeze the packet in
space and the momentum spread has to grow to compensate.
LOCALISE 0.35
Δx = — · Δp = —
WAVE PACKET
MEASURE
> DOUBLE SLIT
Landing points sampled from the real two-slit intensity. Turn TRAILS
on and watch the fringes build up one particle at a time.
SLIT SEPARATION 3.0
FIRE PARTICLES
ONE SLIT
These sample exact analytic distributions. They are honest pictures of
the mathematics, not a Schrödinger solver.
> TIMELINE
0.00s / 12.00s · 0 keys
▶ PLAY
LOOP
DURATION 12.0 s
> KEYFRAMES
Aim the camera, then drop a key. Motion between keys is a smooth spline.
+ KEY HERE
DEL
CLEAR
SMOOTH
LINEAR
EASE IN
EASE OUT
> CAMERA MOVES
One click writes a whole shot. Marked moves loop seamlessly.
ORBIT 360 ↻
PUSH IN
CRANE UP
SPIRAL ↻
PENDULUM ↻
VERTIGO
FLYBY
REVEAL
> RENDER SHOT
Fixed timestep, frame by frame - the export stays smooth even if
the preview stutters, and a looping move cuts seamlessly.
24 FPS
30 FPS
60 FPS
● RENDER + SAVE WEBM
> DESIGN MODE
Strips every effect in one press: flat colour, no CRT, no glow,
no trails, no mirroring. What you see is the raw simulation.
□ CLEAN MODE - ALL FX OFF
> SCREEN FILTER
CRT FILTER
BAKE INTO CANVAS
CRT FILTER is the scanlines and vignette. BAKE paints them into the
canvas so exports carry the look - it is switched on automatically
while saving, and costs nothing the rest of the time.
> PERFORMANCE
RENDER SCALE 1.00
AUTO QUALITY
Lower RENDER SCALE first if it stutters - cost grows with pixels,
not with body count. AUTO QUALITY backs off on its own below 38 FPS.
> REPRODUCIBILITY
SEED 1337
Same seed plus same shot renders identically, every time.
RANDOM SEED
RESET ALL
> TELEMETRY
BODIES 0
KINETIC E 0
POTENTIAL E 0
TOTAL E 0
MOMENTUM |p| 0
FRAME 0
RIGHT-DRAG orbit camera · WHEEL zoom
MID-DRAG pan · SPACE pause · S step
R reset · 1..6 tool · T trails
left-drag a body in any direction, then let go to throw it.