$15.00 $18.00

F_AETHERZ – Aether Router (4 Targets, Moving Sources, Mod Matrix)

F_AETHERZ is a CV “attractor router” that continuously connects each output target (A–D) to the most relevant source node inside a moving field. Four sources are external (your incoming MOD signals), four sources are internal (I1–I4, generated inside the module) and can be bypassed with toggle buttons below the canvas. Each target chooses one source at a time based on distance, radius, energy and a memory/hysteresis factor, then crossfades smoothly when it switches. The result is a living, evolving set of outputs that can behave like drifting sample/hold, soft switching, animated modulation routing, or an organic control-voltage “ecosystem”.

The central canvas is not decoration: it is the actual routing model. You see targets (A–D) as crosshairs near the center, and sources as moving rings. Lines show which source is currently feeding which target. The radius circles around targets define their “sphere of influence”: sources inside that circle are preferred. Turn RADIUS to expand/shrink how far each target “reaches”. Turn MEMORY to make switching more stable (sticky) or more eager to change. DRIFT and CHAOS control the motion and character of the internal field.

Signal ranges

  • All CV I/O is bipolar: internally the engine uses -1..+1.
  • Jacks are -5V..+5V: inputs are read as -5..+5V and mapped to -1..+1; outputs are written as -1..+1 and mapped back to -5..+5V.
  • External sources (the first 4 source nodes) are driven by MOD1..MOD4 (normalized).

Canvas: what you’re seeing

  • Targets A–D: crosshairs near the center. These are the “output attractors”.
  • Radius rings: the translucent circles around each target. A source inside the ring is much more likely to be selected.
  • Sources: moving circles. External sources are driven by your patch cables; internal sources are labelled I1.. I4 and are generated in the module.
  • Lines: each target draws a line to its currently selected source. Line thickness and brightness reflect how strong and stable that connection is.

Core controls

DRIFT sets how “flowy” the field is. Low DRIFT gives slow, gentle movement and longer stretches of stability. High DRIFT increases motion and makes internal sources feel more animated and alive.

CHAOS adds randomness/jitter. Low CHAOS is smooth and predictable; high CHAOS adds erratic motion and noisier internal values, making targets switch more often (unless MEMORY is high).

RADIUS controls the base influence radius for all targets. Larger radius means targets can “reach” more sources and switching becomes more active. Smaller radius makes targets focus locally and can feel more selective.

MEM (memory) is the stabilizer. Higher MEM increases hysteresis: once a target has chosen a source, it resists switching away. Lower MEM makes the system more eager to pick the currently best candidate, causing more frequent transitions.

Dragging on the canvas

You can interact directly with the routing model:

  • Drag a target crosshair to reposition that target. This changes what it prefers and can completely reshape the routing behavior.
  • Drag a target’s radius ring to resize that target’s influence independently (per-target radius multiplier). This is a fast way to make one output very “picky” while another stays “wide open”.

External MOD inputs (left side)

MOD1..MOD7 are general modulation inputs. In the current design, the first four also feed the four external source nodes (so they literally become moving “sources” in the aether). Each MOD input has a small dropdown button next to it that assigns what it modulates.

Typical MOD assignments include:

  • SOURCE: makes that input become an external source node in the field (for the first four sources).
  • DRIFT / CHAOS / RADIUS / MEM: modulate the global behavior.
  • TA_X / TA_Y ... TD_X / TD_Y: modulate target positions (control-rate offsets around their base positions).
  • OFF: ignore that MOD input for modulation purposes.

Output assignment (right side)

OUT1..OUT7 are outputs with dropdown assignment. You can output a single target (A–D) or mixes/combinations. This lets you build derived signals without extra mixer modules.

Examples of output modes you may see in the dropdown:

  • OUT_A / OUT_B / OUT_C / OUT_D
  • A+B, A+B+C+D, etc.
  • AVG4: average of all four targets.
  • MAX4 / MIN4: extreme selector behavior.
  • DIFF_A_B, DIFF_C_D: differences for motion/emphasis.

Internal modulation inputs (top row above the canvas)

The INT1..INT6 jacks are a second modulation layer that targets the internal sources themselves (I1–I4) and/or global internal groups. Each INT jack has its own dropdown assignment. This is where you can “steer the creatures” in the aether: speed, depth, drift, chaos, phase, and even position offsets for each internal source.

There are two families of assignments:

  • ALL_*: macro controls that affect all internal sources at once (ALL_SPEED, ALL_DEPTH, ALL_DRIFT, ALL_CHAOS, ALL_PHASE, ALL_X, ALL_Y).
  • I1_* .. I4_*: per-internal-source controls (for example I2_SPEED affects only I2).

Practical examples:

  • Patch a slow LFO into INT1, set INT1 dropdown to ALL_SPEED to make the entire internal field breathe in speed.
  • Patch noise into INT2, set to I3_CHAOS to make only I3 jitter and occasionally “steal” targets.
  • Patch an envelope into INT3, set to I1_DEPTH so I1 becomes stronger only on hits, causing rhythmic source switching and pulsing outputs.
  • Patch a very slow random into INT4, set to ALL_X or ALL_Y to bias where internal sources live on the canvas (and therefore who gets selected).

Understanding switching and smoothness

Targets do not hard-switch. When a better source appears, the module crossfades from the old source to the new one. Two things shape the feel:

  • MEM (hysteresis): higher values reduce “flip-flop” and keep a target loyal longer.
  • RADIUS (candidate pool): bigger radius means more competition and more opportunities to switch.

Additionally, the module smooths the output depth over time, so even with frequent selection changes you get a controlled, musical motion rather than zippery clicks.

Typical use-cases

1) Organic modulation router
Feed several LFOs/envelopes into MOD1..MOD4 (external sources). Take OUT_A..OUT_D as evolving combinations that “choose” different modulators over time. Use MEM to control how “decisive” it is. Use RADIUS to control how often it changes its mind.

2) Animated sample & hold style
Use higher CHAOS and moderate MEM. Feed stepped or random signals as sources and let the targets pick them. The crossfade gives a softer, more musical stepping than a hard S&H.

3) One stable output, one chaotic output
Make target A small radius (drag its ring smaller) and high MEM globally: stable, slow movement. Make target D large radius (drag ring larger) and lower MEM: more switching and activity. Now you have two “personalities” from the same field.

4) Internal-only ecosystem
Leave MOD1..MOD4 unplugged. The internal sources I1–I4 still move and generate values. Use INT mod inputs to shape them. Outputs become a self-running modulation organism.

Tips

  • If the patch feels too busy: lower CHAOS, raise MEM, and/or reduce RADIUS.
  • If the patch feels too static: raise RADIUS a bit and lower MEM slightly.
  • Use the canvas drag: moving targets is often faster than turning knobs when you want a different “routing vibe”.
  • When using audio-rate sources as MOD inputs: keep MEM higher and use modest depth, because fast-changing sources can cause very active selection changes.

About the name

“Aether” is the imagined medium that fills space and carries motion and energy. In F_AETHERZ, modulation sources drift through an invisible field, and the outputs “listen” to whatever comes close—like signals floating through a living atmosphere.

The module uses a 'Dijkstra algorithm' that is used for instance with GPS to find the nearest strongest signal from a list of signals.