Zero leaves the cube empty — useful for watching lightning or the storm scene on their own. High counts are heavier; collisions and spacing use a spatial grid so it stays workable.
Particle Size
45
Temperature
0 K50
Overall pace of the simulation. At 0 K everything holds perfectly still — useful for studying a trail or lining up a screenshot. The low end is finely graded, so slow motion is easy to dial in.
Shape (sound-reactive)
Snappiness — how fast particles reach the shape
LooseSnappy
Cohesion — how tightly they hold it once there
DriftyRigid
Works with or without the mic — without it, shapes idle-animate on their own. Enable the microphone further down for real reactivity. While a shape is active, Gravity/Bounce/Trajectory pause (drag still rotates the view).
Spacing
35
Randomness of Spread
50
Gravity Strength
40
Trajectory
StraightUnpredictable
Trail Length
40
Trail Fade
LingeringFast Fade
Bounciness
60
Bounciness Randomness
20
Audio Source
Nothing playing
Generated live with oscillators and noise — these are stylised loops, not recordings, so the file stays self-contained and nothing is licensed. They exist so the sound-reactive features always have something to react to.
No track loaded
Plays here in the page and drives the visuals. Anything you can open as a file works; Apple Music's own downloads are DRM-protected and can't be exported, so this reads your own audio files.
SubtleSensitive
Particles 3D only — the mic drives nothing in Vapor Trails. Particles pulse and jitter with ambient sound/music volume, and the shape formations above react to it. Nothing is recorded or sent anywhere; audio is analyzed locally for volume only.
Scene
Cloud cover
65
Terrain height
45
Trees
40
Telephone poles
35
Tornadoes
0
A little world inside the cube. With Storm on, lightning strikes from the clouds down to the terrain instead of arcing between particles. Tornadoes drag whatever particles you have into a funnel — set Particles to zero for weather only.
Atomic Collisions
Likelihood — chance a contact actually collides
0
Sparkle
Rays6
Length40
DimFlare
Collisions need particles to actually meet, so keep Spacing low — Spacing holds them apart and will suppress contacts if it is set wider than the particles are big. Split throws off a short-lived shard as well as sparkling.
Lighting
Intensity
60
Falloff — how fast the light dies with distance
35
Height
60
Depth Shading dims particles further from the camera and costs nothing. Cast Shadows drops each particle's shadow onto the floor and is the expensive one — turn it off if the frame rate dips on a phone.
Lamp position — drag the dot, or pick a setup
Inside the cube
Enclosure
Background brightness
18
Floor gives shadows somewhere to land; Room adds a back wall; Box encloses the cube. Background brightness lifts the whole scene out of near-black — raise it if things feel too dark to read.
Lightning
Strike rate — 0 is off
0
Branching
45
Intensity
60
Arcs jump between particles inside the cube, forking as they go. With the mic or a track running, loud moments trigger extra strikes.
Device Motion
Drag to rotate the cube. Tilting your phone (once enabled) pulls the particles around inside it. Gravity direction below acts as a manual fallback.