A structure Tree defines a mathematical system that can have many states depending on all the component's parameters settings.
The ensemble of parameters values in a Tree is sometimes referred to as the "parameter space". A point in the parameter space is just a set of all particular parameter values at that point. ArtMatic "parameter space" dimensions can be huge, often over hundred dimensions. Keyframes stores a a particular point in that space. Changing parameters moves the system to another point in parameter space and animation can be seen as a trajectory in the parameter space between keyframes "points".
Not all points in this giant space give interesting results but ArtMatic was designed to provide many ways to explore this space to find interesting places like randomization, keyframe interpolation and the Mutation dialog.
Determines the number of iterations used by fractal noises and certain iterative functions. Setting this value high will produce more higher harmonics that lets you zoom far inside the fractal to discover lovely details found at the "microscopic" level. If a texture or terrain becomes too slow to render you can limit the octaves to 8 or lower. This setting is a property of a given ArtMatic system and affects the level of details of multifractals textures and terrains used in ArtMatic Voyager. Note that band-limited noise can stop adding high frequencies before rieching this limit when details becomes smaller than pixel size.
Precisely how the final output value is mapped to a color depends on the whether the tree is scalar or RGB-based. For RGB-based trees, the color is calculated directly from the 3 output values of the last Tree tile. If the tree is scalar or 2D (2 outputs), the color mapping is handled by the active Shading mode that uses the main gradient to provides the colors. In most cases low values will be mapped to the left-hand color of the gradient and higher values are mapped to the colors further right.
Even when the Tree is RGB and don't use the Main Gradient it can have components that uses it to shade the component results like 13 Main Gradient .
What is a gradient? A gradient is a special type of palette that has a user-definable number of color slots. Each slot has its own color. ArtMatic automatically generates all the colors that lie between adjacent slots by linear interpolation ; so, with a few mouse clicks you can create rich palettes. For example, if you want to create a palette that goes from black to white with all the shades in between, you only need a gradient with two slots. Select black as the left-hand color and white as the right-hand color, and ArtMatic does the rest. Each keyframe can have its own gradient. You can store your own gradients in ArtMatic's gradient library. You can also export and import gradient libraries using the Gradient Editor.
Click on any color box of the gradient to choose another color. With shift key down the change is stored into all keyframes. Use the Edit gradient below for structural changes and more editing options.

The Global Input Matrix feeds information to the Structure Tree. In addition to the x and y canvas coordinates, time, audio analysis, and ArtMatic Voyager information can be sent to the tree. ArtMatic Voyager information is only sent to the tree when the ArtMatic structure is being used inside of ArtMatic Voyager. The other global inputs are generally used for one of two applications: 1) using time or audio input to influence the tree when rendering animation/movies, 2) using information from ArtMatic Voyager to create color maps influenced by elevation and/or slope.
The information passed out of global inputs (Z, W, A1, A2, A3, and A4) is determined by the Input Matrix mode. The x and y global inputs are always the (x,y) coordinates of the ArtMatic Canvas. The input matrix mode is set in the Input Matrix Setup dialog that is invoked by clicking on any label of the input matrix.
Z: relative time normalised (z flows from 0 to 1 during animation span, whatever its duration. This means that the speed of z will slow down when duration increases. Prior ArtMatic Engine 8.0.6 the z input was scaled by 4 ).
W: absolute time in seconds.
A1-A4: constant values;
The Z input is time as a percentage of completion of keyframe animation. When keyframe animation plays, Z will be 0 when the animation starts and 1 (representing 100%) when the animation reaches completion. The W input, which is expressed in absolute time in seconds, is useful when you want some sort of change in the animation to be unaffected by the number of keyframes or the duration of the animation. For example, if you want the canvas to rotate at a rate independent of the animation's duration, use W. The constant values A1-A4 that can be set in the Input Matrix Setup dialog offers an alternate ways to send global values to component inputs. Unlike the 11, 12 or 13 constant components the input matrix constant can easily be used in the tree and within several level of Compiled Trees with the guaranty that the values will be the same for all sub-functions, thus acting like a global.
For the sound analysis to affect the Tree you will need to use values provided by inputs A1 to A4 to modulate tree parameters. See the examples provided in Libaries/Master Audio Input/ to learn various technics about how to make a Tree sound sensitive.
The values in A1 through A4 represent the strength of the audio in the given frequency band. For example, connect a tile to A1 to have the bass frequencies influence the image. The audio can come from either live audio or an audio AIFF file. In audio input mode the following additional parameters are available: Input Device, Input Source, Audio Sensitivity, Sound In Inertia. The A1-A4 values are created by applying eight parallel DFT filters which are summed together in pairs. A1 is the sum of filters centered at 42 and 84 Hz. A2 is the sum of filters centered at 168 and 336 Hz. A3 is the sum of filters centered at 672 and 1344 Hz. A4 is the sum of filters centered at 7688 and 5376 Hz.
ArtMatic Engine uses 44100 hertz for sampling rate and audio files needs to be in 44.1 to work properly. When connecting to an input device make sure the device is set to 44.1 (Sample Rate). Depth of input should not matter as its converted to float internally. On certain hardware monophonic input devices seems not to be supported.
Audio Sensitivity is used to control how sensitive the system is to audio input. High values make the system more sensitive to audio. Sound In Inertia determines how smooth the transition between values is. When the inertia is low sudden changes in the audio can cause abrupt, jittery changes. Use inertia to smooth changes caused by the audio input.
Animation playback will run forever in main ui and Full screen preview when using Audio Input mode with live audio.
To start playback and sound input capture use space bar.
TIP! When creating systems for audio control, you may find it useful to switch the Global Input mode to constant mode. While the dialog is open, you can change the constant values and observe how the system responds to the changes. This can give you an idea of what the A1 through A4 inputs do in the system without having to play audio.
There is an additional parameter, BPM adjust, which adjusts the speed of all the oscillators at once - allowing them to all be sped up or slowed down. The W value is an integer value that cycles from 1 to 32 at a rate determined by the frequency (in Hz) parameter. A1 through A4 are the output of four independent saw-wave oscillators. For those unsure of what an oscillator is, A1 through A4 generate floating-point values that increase steadily from 0 to 1 as time progresses and then reset to 0 and start climbing again to 1. The oscillators repeat this over and over at a speed determined by the Saw Cycle setting in the Input Matrix setup dialog. The saw waves are especially useful for creating continuous rotation when connected to the third input of the 32 z Rotate component.
This information is only passed in when the ArtMatic system is accessed from within ArtMatic Voyager.
When an ArtMatic file is loaded into ArtMatic Voyager, it can receive various types of information from Voyager. This is covered in greater detail in the ArtMatic Voyager documentation. A1 and A2 are used to create complex color texture maps that allow color to be influenced by both elevation and slope.
All values passed by Voyager through the X, Y and Z global inputs are scaled according to ArtMatic's view. The values passed through A2 are absolute and independent of the ArtMatic scale.
Slope is only evaluated for color texture maps and at the color texture stage of combination mode planets. It has no meaning when the ArtMatic structure is being used as an elevation map.
NOTE: Slope and elevation are only defined when the system is being used for the color texture/shading and cannot be used by those parts of a tree that define the elevation map (since slope and elevation only make sense after the elevation map has been calculated). In a tree that provides both color and the elevation map, the slope and Voyager elevation can only be used in that part of the tree that define the color.
The input mode "Voyager 3D sky dome" is suited to visualize in 2D a 3D 360° Voyager Sky dome or to create 360° environment images in ArtMatic. A spherical inverse projection is used implicitly to view the Sky Dome. X Y and Z global inputs will return 3D coordinates on a sphere (with a 2:1 ratio). At default view size top and bottom line will map to north and south pole and coordinates will loop in X.
Using 3D for the 360 environment has the advantage over 2D spherical mapping to have no deformation near the pole and can be viewed in spherical projection from any angle within Voyager.
The component 3D SkyDome Planet makes creation of planets in 3D sky dome more easy.
Except for the viewing geometry this mode is equivalent to the ArtMatic Voyager input mode.
A number of 3D sky domes based trees are provided in the Environments 360 folder of the Voyager Library.
When Editing a Compiled Tree the Global inputs graphic make room for slots representing the CT's own inputs. They are labelled i1, i2, i3 and i4. You can actually remove one of these inputs if not used by (option click) on the input circle that corresponds. In some occasion you may want to connect a Tile inside the CT to global inputs bypassing the CT inputs. For example you may feed the CT with transformed coordinates while one element in the CT may need to use the original untransformed coordinates. In that case you will connect that tile to the global X Y inputs instead of i1 i2.

The color used by Infinity, depth cuing when ON and certain Components like 44 Alpha Fade) or 23 Pict/Movie Overlay. The Depth cue color is always visible and available even if Depth Cuing is turned off. This color is used in RGB-based systems wherever the value infinity is encountered like the outside of pseudo 3D objects and where the infinity gate component is used.
Auxiliary color A (default : dark red) is used by several scalar tree procedural shaders (see below) and by RGB Multi mode mode for Tree extra outputs. A couple of components uses this color as well like 44 RGB * alpha or 13 Shaded plain color in certain modes.
Auxiliary color B (default : green) is used by several scalar tree procedural shaders by RGB Multi mode mode for Tree extra outputs. A couple of components uses this color as well like 44 RGB * alpha in certain modes. S:P Logic &Profiles uses Aux color B to shaded the edges for example.
The Icon below the color squares controls the current shading algorithm or Shading mode. Note that Shading mode is global to a particular ArtMatic file so it is not stored in keyframes and can't be changed over the course of an animation.
Click here to pop up a list of the color shading algorithms which are described below. The contents of this menu changes depending on ArtMatic Tree output type.
For scalar trees (1 or 2 outputs) the shading algorithms are the following:




















