Ambi Encoder Surface Terrain

s3g Ambi Encoder Surface Terrain is a 64-in, first-through-seventh-order ACN/SN3D ambisonic encoder. Each input lane becomes a point in AED and follows a predefined trace across one displaced procedural terrain shell.

Wave-terrain mapping normally scans a surface to produce sound; here the sampled height bends each source's azimuth, elevation, and distance instead. The field view draws the shell, traces, and source positions together. For terrain used as the sound source itself, choose Ambi Encoder Wave Terrain.

Ambi Encoder Surface Terrain with nested terrain geometry, source-lane positions, traversal controls, and camera.

Workflow

  1. Insert s3g Ambi Encoder Surface Terrain on a 64-channel source track or bus, set INPUTS for the active source lanes, and select the output ORDER.
  2. Follow it with an ambisonic decoder.
  3. Choose a TRACE, then construct the shell with the FORM, SKIN, WARP, and READ pages.
  4. Set RATE, RATE SP, and RATE DEV for shared, distributed, or independently varied source motion.

Terrain Model

The navigator evaluates four procedural layers on spherical coordinates and combines them into one continuous terrain shell. Every source samples this same fixed surface, while its trace and motion phase determine where it travels. The blended terrain value drives three coordinate warps:

FOLD folds the sampled surface back on itself for sharper ridges and more VOT-like discontinuity. SMOOTH damps each final AED point. RATE spans 0.000001 to 2 Hz logarithmically; at the slowest setting, one traversal takes about 11.6 days. RATE SP distributes rates across the active inputs and RATE DEV adds a stable deterministic deviation to each source.

Terrain Geometry

PATH, FORM, SKIN, WARP, and READ share the upper control panel. The four terrain pages follow Ambi Encoder Wave Terrain, and the 3D field redraws the same interpreted shell used to calculate every source position.

ControlEffect
FORMSelects Sphere, Tetrahedron, Cube, Octahedron, Dodecahedron, or Icosahedron radial geometry.
FACET / BEVELMorphs the procedural terrain toward the selected polyhedron and rounds its face intersections.
ORIENTRotates the polyhedral support geometry before it deforms the shell.
SKIN / DEPTHSelects the procedural terrain family and its contribution to the shell.
ROUGH / FOLD / RELIEFChanges layer frequency, folds the resulting height, and scales its final AED displacement.
TERRACE / STEPSQuantizes terrain height into a selectable number of radial levels.
RIDGE / ERODEFolds height into crests and compresses extreme elevations.
DOMAIN / TWISTWarps the spherical sampling coordinates before the terrain layers are evaluated.
READ / MIXInterprets the terrain as Height, Edge, Curve, Blend, Gradient, Ridge, Valley, Normal, Cross, or Vector before spatial projection.
AZ / EL / DIST WARPMaps the interpreted terrain value into azimuth, elevation, and radial displacement.

Palettes

PaletteCharacter
HARMONICSine and diagonal products, stable and orbit-like.
FBMLayered sinusoidal terrain, closer to soft procedural noise.
CELLRounded cell peaks and basins, with more stepped spatial pulls.
VOTFused FBM and cellular terrain with saturation for stronger ridges.
RIDGESAbsolute folded bands with narrow crests and broad valleys.
DUNESLong warped bands that read as rolling terrain.
CRATERSDepressed cells surrounded by raised rims.
TECTONICIntersecting diagonal plates with harder elevation breaks.

Orbits

OrbitMovement
DRIFTSlow longitude drift with a shallow elevation wander.
LISSAJOUSCross-coupled AED motion for broad looping paths.
SPIRALContinuous azimuth travel with pole-to-pole breathing.
FOLDMirrored elevation arcs that emphasize terrain ridges.

Order and Routing

The input bus and output bus are both 64 channels wide. INPUTS decides how many input lanes are read. The selected order activates the corresponding ACN output channels and clears the remainder, so a 64-channel REAPER track is the most flexible host setup.

OrderActive channels
1OA4
2OA9
3OA16
4OA25
5OA36
6OA49
7OA64