Effects & VFX
Motion effects and VFX components
Compositing effects, particles, light sweeps, masks, material motion, portals, shatters, and other scene-level visual treatments.
This category is deliberately narrow: effects alter the visual treatment or physical behavior of a scene. UI interactions, social cards, backgrounds, and annotations live in their own categories.
20 verified components. Browse every category.
ASCII Trail Reveal
hfAn authored S-curve sweeps through a deterministic ASCII grid, flipping cells away to reveal a labeled panel.
Beat Accent
hfA single music-hit sting: impact flash, micro scale-pulse on the subject, immediate decay.
Confetti
hfA deterministic celebration burst with seeded particles and gravity.
Facet Morph
hfA faceted low-poly mass of 36 triangles continuously reshapes between three authored silhouettes (blob, mark, badge) with per-facet flat shading that recomputes as the vertices move. Light reads from the upper left; lit facets lift toward a pale accent-tinted tone while turned-away facets fall toward near-black. One calm continuous morph, then a settled hold.
Freeze-Frame Dressing
hfTimeline-driven paper, tape, and flash dressing for a freeze-frame or background-removed subject
Gloss Sweep
hfA card lands with a restrained slam, catches one diagonal specular gloss, and holds perfectly still.
Light Sweep Pass
hfA traveling key light re-shades a slotted scene: a soft diagonal gradient band crosses the frame once while every per-element highlight and shadow shifts in lockstep (all driven by one --light-x property), then the light settles into a resting key. Quiet, expensive-feeling; the scene itself never moves. Callers fill the named scene slot; a token hero-and-cards default renders when it is left empty.
Liquid Glass
hfVFX composition block
Magnetic
hfVFX composition block
Motion Blur
hfVelocity-driven motion blur — samples element position each frame and applies a one-sided SVG feGaussianBlur ghost trail proportional to speed
Overwhelm Surround
hfTasks, tabs, pings, and notification bubbles accelerate inward around a calm central subject, turning overload into visible spatial pressure.
Physical Exit
hfA card exits with physical momentum in toss, drop, or slide mode, carrying acceleration and rotation through the final offscreen pose without fading.
Portal
hfVFX composition block
Shatter
hfVFX composition block
Slit Scan Reveal
hfThe frame's rows sample an authored subject at offset times: a canvas painter draws row slices of one pure position function evaluated at t minus offset(row), smearing arrival through time until the offsets collapse to zero and the mark holds coherent.
Soft Blob Touch
hfA granular soft blob idles with slow internal drift; a scripted touch dot decel-arrives, the blob deforms toward it with an attraction bulge, then recovers with a velocity-preserving spring. No hard edges anywhere.
Spring Pop
hfA badge pops in from a visible near-rest scale, overshoots full size once, and settles cleanly.
Stop Motion Cadence
hfThe stepped-time law as a demo primitive: one driver quantizes timeline time to floor(t * fps) / fps and feeds ALL motion; four token paper-cut shapes throw-and-land with squash on hits, 2-frame boil jitter seeded per step, and sparkle accents living exactly 2 to 3 frames.
SVG Mask Reveal
hfA soft token-colored sweep reveals media only through an editable SVG wordmark mask.
Vignette
hfCinematic radial vignette overlay using a pure-CSS gradient — darkens the edges to pull focus toward the center