Audio-reactive volume
![]()
The Menger SDF compute shader generates a three-dimensional texture. An ISF orbit raymarch shader turns that volume into an image: no polygon mesh or Qt Quick 3D scene is involved. RMS reads audio:/in/main, and Exp Smoothing drives the raymarcher’s density. Two slow sawtooth LFOs control yaw and pitch.
Try it
Enable an audio input and start playback. Sound changes the apparent density while the view keeps orbiting. Adjust RMS Gain before changing the smoothing Alpha. Compare density changes with the Menger shader’s iters and zoom, which change the volume itself.
There is no bundled audio file; connect a sound-file process to RMS if needed. The shaders are saved in the score and require compute-shader support. The raymarch output goes directly to Window:/.