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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 dimensionUna de las tres cadenas de Mundo de un Orbiter, I, II y III, cada una con sus propios módulos y su manera de mapear X, Y y 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 bodyUna de las tres partes de un Orbiter: el Mundo, la Estrella y la Luna. (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​

ControlWhat it does
PowerOff, the module is not drawn and costs nothing.
Sound inputThe sound it listens to: None, World, Moon or Star.
SensitivityHow 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 stoppedPlaying only: it shows while the Orbiter plays. Always: it shows while stopped too.
AmountHow 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
axesUno de los tres controles de interpretación de un Orbiter: X, Y y 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.

Visual modules​