Vapor Trails

Pick a toy

v2.6
touch and drag to paint light
paused — drag the light to reposition it
v2.6
Save & manage presets
18
50
40
50
50
None 130
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.
45
0 K 50
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.
Snappiness — how fast particles reach the shape
Loose Snappy
Cohesion — how tightly they hold it once there
Drifty Rigid
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).
35
50
40
Straight Unpredictable
40
Lingering Fast Fade
60
20
Subtle Sensitive
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.
Likelihood — chance a contact actually collides
0
Sparkle
Rays 6
Length 40
Dim Flare
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.
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.
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.
Drag to rotate the cube. Tilting your phone (once enabled) pulls the particles around inside it. Gravity direction below acts as a manual fallback.