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.
Workflow
- Insert
s3g Ambi Encoder Surface Terrainon a 64-channel source track or bus, setINPUTSfor the active source lanes, and select the outputORDER. - Follow it with an ambisonic decoder.
- Choose a
TRACE, then construct the shell with theFORM,SKIN,WARP, andREADpages. - Set
RATE,RATE SP, andRATE DEVfor 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:
AZIMUTH WARPbends horizontal placement.ELEVATION WARPbends vertical placement.DISTANCE WARPturns terrain height into radial hills and valleys.
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.
| Control | Effect |
|---|---|
| FORM | Selects Sphere, Tetrahedron, Cube, Octahedron, Dodecahedron, or Icosahedron radial geometry. |
| FACET / BEVEL | Morphs the procedural terrain toward the selected polyhedron and rounds its face intersections. |
| ORIENT | Rotates the polyhedral support geometry before it deforms the shell. |
| SKIN / DEPTH | Selects the procedural terrain family and its contribution to the shell. |
| ROUGH / FOLD / RELIEF | Changes layer frequency, folds the resulting height, and scales its final AED displacement. |
| TERRACE / STEPS | Quantizes terrain height into a selectable number of radial levels. |
| RIDGE / ERODE | Folds height into crests and compresses extreme elevations. |
| DOMAIN / TWIST | Warps the spherical sampling coordinates before the terrain layers are evaluated. |
| READ / MIX | Interprets the terrain as Height, Edge, Curve, Blend, Gradient, Ridge, Valley, Normal, Cross, or Vector before spatial projection. |
| AZ / EL / DIST WARP | Maps the interpreted terrain value into azimuth, elevation, and radial displacement. |
Palettes
| Palette | Character |
|---|---|
| HARMONIC | Sine and diagonal products, stable and orbit-like. |
| FBM | Layered sinusoidal terrain, closer to soft procedural noise. |
| CELL | Rounded cell peaks and basins, with more stepped spatial pulls. |
| VOT | Fused FBM and cellular terrain with saturation for stronger ridges. |
| RIDGES | Absolute folded bands with narrow crests and broad valleys. |
| DUNES | Long warped bands that read as rolling terrain. |
| CRATERS | Depressed cells surrounded by raised rims. |
| TECTONIC | Intersecting diagonal plates with harder elevation breaks. |
Orbits
| Orbit | Movement |
|---|---|
| DRIFT | Slow longitude drift with a shallow elevation wander. |
| LISSAJOUS | Cross-coupled AED motion for broad looping paths. |
| SPIRAL | Continuous azimuth travel with pole-to-pole breathing. |
| FOLD | Mirrored 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.
| Order | Active channels |
|---|---|
| 1OA | 4 |
| 2OA | 9 |
| 3OA | 16 |
| 4OA | 25 |
| 5OA | 36 |
| 6OA | 49 |
| 7OA | 64 |