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Glitch

Quantized stepped distortion that divides the circumference into bands and displaces each band by a discrete, stepped amount. Creates a glitchy, data-corruption aesthetic — like a corrupted 3D scan or a digital artifact frozen in plastic.

Each "step" snaps the displacement to a fixed level, producing flat terraces separated by sharp vertical transitions. The Jitter parameter adds random variation to break up the regularity.

Parameters

Amplitude
Maximum displacement in mm (0–20). Sets the range of the stepped distortion.
Frequency
Number of band cycles around the circumference (1–30). Controls how many glitch bands wrap around the object.
Steps
Number of quantization levels per cycle (2–32). Fewer steps = coarser, more obvious terracing. More steps = finer, subtler quantization.
Jitter
Adds per-band random noise to the stepped displacement (0–5). At 0, each band is perfectly uniform. Higher values randomize the step amounts for a more chaotic look.
Phase
Phase offset in radians (0–2\u03C0). Rotates the glitch pattern around the circumference.

How It Works

Glitch computes a sine wave across the circumference (like Surface Waves), then quantizes the result by snapping each value to the nearest step level. This turns smooth curves into a staircase of flat bands. The number of steps controls the staircase resolution — 2 steps creates a simple in-or-out binary pattern, while 32 steps approximates the original sine with fine terracing.

Jitter adds a pseudo-random offset to each band's quantized value, making adjacent bands sit at different heights even when the underlying sine would place them at the same level.

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