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.