Ripple

Pour it out of the trigger, push it back, or haul it off and let go.

What the controls do

One substance, four controls. Everything below describes the material — the fixtures only ever say where their bodies are.

Material

viscosity
The one macro. 0 is water: quick, springy, tears early and sheds several small droplets. 1 is syrup: slow, dead, draws out into a long thread and sheds one fat one. It rewrites every value below, and the folders then show you exactly what it did.
breaks at
When a thread lets go, as a fraction of the fixture's span. Span is the widest gap that fixture ever opens between two surfaces — 35px on the toggle, 120 on the slider. So 0.5 means "halfway to as far apart as these two ever get", and the same number reads correctly on every fixture.

Colour

rim / accent
The outline is one flood for the whole mass, so state colours the entire shape rather than a single blob. accent is where the rim arrives at full travel, and it arrives at exactly the colour shown — every picker here lands at face value, and the ramp between neutral and it is the only thing in the way.
track off / track on
The toggle's track at rest, and what it reaches when the switch is fully over. The on colour follows the thumb continuously rather than switching on commit, so the state is legible while you are still dragging: past the halfway point the track and the rim are already lit, and letting go there is what will happen.

Motion

spring
Natural frequency, in radians per second. Higher gets there sooner. Around 22 is the house tempo — roughly a third of a second to settle.
bounce
Damping ratio. Below 1 it overshoots and rings; at 1 it arrives dead with no overshoot at all. Around 0.5 gives the pop.
speed
A plain multiplier on time. Useful for inspecting a tear.

Surface

blur / contrast / threshold
The metaball filter. Shapes are blurred, then alpha is pushed through a hard ramp: anything above threshold becomes solid, anything below vanishes. Two shapes merge when their blurs overlap enough to clear it. More blur means they merge from further apart.
rim px
Outline thickness, in real pixels. It is the band between two alpha thresholds, so the engine solves the gap between them against the current blur — winding viscosity up no longer fattens every outline.

Ligament

neck
How far the waist thins before it goes. Syrup necks more, not less: honey draws out to a hair, water pinches and snaps.
recoil
How fast the two stubs retract into their parents after a snap.

Droplets

A thread does not vanish when it breaks — it pinches near both ends and leaves the middle behind as satellites. These govern that middle.

count / size / size spread / speed spread
How many, how big, and how much they differ from each other. The spreads matter most: identical droplets moving in step is the tell that they are not real.
launch
How far one flies, measured in multiples of the thread it came out of — not a speed. So a droplet off a 15px neck stays near it and one off a 60px neck travels, without either being tuned by hand.
scatter
The angle of the spray, off the direction it was already going. 0 is a straight line, 1 is a wide fan.
wake at / wake rate
Not every droplet comes from a thread letting go. A body marked fluid — the toggle's thumb, the slider's — throws spray off its own back once it is moving faster than wake at, at wake rate droplets per pixel of excess speed. A toggle has nothing at either end to tear away from, so this is the whole of its break-up. wake at is in radii per frame, not pixels, so a fat thumb in a snug track and a small one on a long rail behave the same way as liquid despite moving at very different speeds.
body squash
How far a fluid body elongates along its own travel. A perfectly round thumb crossing a track at speed is the giveaway that it is a shape being moved rather than a liquid one.
gravity / drag
Constant downward pull, and how quickly it loses speed. Drag is a per-frame multiplier, so lower is stickier.
stretch / wobble / ring speed
A droplet in flight is not a circle: stretch elongates it along its travel, and wobble is the surface-tension ringing of something that has not finished becoming a sphere yet. Ring speed is how fast that oscillates.
grace
Frames of flight before surface tension is allowed any hold at all. Too low and droplets are reeled back in before they have gone anywhere; too high and they wander.
pull range
How close to a surface, in droplet radii, before the pull sharpens from a drift into a snatch.
pull home
The strength of that pull. In practice this is the budget for how long a droplet is allowed to be on screen.

Layout

Per fixture, and persisted per fixture along with everything else — material, motion, droplets and the whole palette. A scheme dialled in against one control stays with it rather than following you to the next. reset mode clears the lot for whichever one is showing.