### 3D Keys Highway

Pick a song with keys notation (sloppak-spec §5.3) and choose Keys Highway 3D from the viz picker (Auto selects it for notation charts). The plugin auto-attaches to your MIDI keyboard; device, channel and transpose are configured from the player for now — this panel holds the graphics controls.

#### Graphics

Note colors

Choose the color scheme for the falling notes, key glow, lane guides and hit flames. Each option is described in its own label.

Scene theme

Background gradient, floor and lane rails — the same theme names as the guitar highway. Note colors come from the "Note colors" palette above.

Camera angle

Where the camera sits. Classic is the original low rig; Elevated lifts it for a fuller view of the keybed; Overhead looks down the lanes for a sheet-reading feel. Applies live, keeps the auto-pan/zoom that follows your hands.

Camera height 1.00

Raise or lower the camera around the angle above (higher = more top-down). Fine-tunes the base view; the follow-motion stays.

Camera distance 1.00

Pull the camera back or push it in (larger = further away, smaller = closer).

Camera tilt 0.00

Tilt the view up (+) or down (−) without moving the camera — aims higher up the runway or down toward the keys. 0 = neutral.

#### Highway layout

Sharps & flats

How sharps and flats are drawn. Floating: they ride a raised plane above the naturals. Non-floating: everything on one plane, each key its own even piano-shaped lane. Realistic key sizes: one plane, bars sized like the real keys (full naturals, full black keys on top). Applies next time you open a song.

Lane color opacity 0.00

How strongly each lane is tinted its note color. 0.00 (default) is a dark floor with plain guide lines only between the key blocks (at E–F and each octave); the notes keep their colors and pop off the floor. Raise toward 1.00 for full, vivid colored lanes. Applies next time you open a song.

Octave separators

Widen the gap a little at each octave boundary (every B to the C above it) so octaves are easier to read. Applies next time you open a song.

Octave line contrast 0.50

How strongly the octave line (every B to C) stands out. It adapts to the lane color opacity automatically — darkening the line against bright lanes and brightening it as you fade them toward the dark floor. Applies next time you open a song.

Cinematic lighting

Dimmer ambience, stronger key light — deeper shading on the keys and gems.

Glow strength 0.50

How hard the notes, key glow and sustain consume-flash self-illuminate (0.5 = stock). Pairs with bloom.

Background ambience
Ambience intensity 0.50 Audio-reactive ambience

The backdrop pulses with the mix (stems analyser when a sloppak is loaded). Off = it animates on time only.

Score effects

+1 pops on scored presses, a ring pulse every 10-combo, milestone bursts at 25/50/100, and a brief red flicker when a streak breaks.

Glow (bloom)

Soft light-bleed around the hit line, hit flames and consumed sustains. Applies live; turn off to reclaim GPU headroom on weak machines.

Hit sparks

A small particle burst on every scored key press, beside the pitch-colored flame.

Timing colors

Tint the sparks by timing — on-time green, early cyan, late amber. Off = always green.

Streak feedback

Spark bursts grow with your combo.

Hit feedback intensity 0.70

Drives the hit-line brightness kick on scored presses. 0 turns it off.

Note vibrancy 0.85

Note-gem solidity and lane-guide strength — lower to see more of the keyboard through the notes.