Visual modules
Visual modules change what the Orbiter looks like in its 3D scene. They live in the Studio's
Visual step, one rack per dimensionOne of an Orbiter's three World chains, I, II and III, each with its own modules and its own way of mapping X, Y and Z., beside the sound rack. You add
them, remove them and map them like sound modules, and none of them is tied to a sound module.
Add one
In the Visual step, pick a bodyOne of the three parts of an Orbiter: the World, the Star and the Moon. (the World, the Star or the Moon) and a dimension, press Visual module + and choose a module.
A dimension holds up to three. A new Orbiter starts with none.
The controls every visual module has
| Control | What it does |
|---|---|
| Power | Off, the module is not drawn and costs nothing. |
| Sound input | The sound it listens to: None, World, Moon or Star. |
| Sensitivity | How much that sound's level moves what shows. At 0 % it shows at its Amount whatever plays; at 100 % it shows only as loud as the sound. |
| While stopped | Playing only: it shows while the Orbiter plays. Always: it shows while stopped too. |
| Amount | How much of the effect. At 0 % it shows nothing. |
Below these, each module has its own knobs. Every knob can be mapped to the dimension's
axesOne of an Orbiter's three performance controls: X, Y and Z., the same way as a sound module's: see Edit.
Auto visuals
Each dimension has an Auto visuals switch in the Visual step, on by default. With it on, adding a
sound module that has a matching visual also adds that visual module to the same dimension: a
Reverb or a One Reverb brings a Blur. It is only a suggestion made at that moment: the
visual module is yours afterwards, and removing either one leaves the other in place.