Effects & VFX
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.
An authored S-curve sweeps through a deterministic ASCII grid, flipping cells away to reveal a labeled panel.
A single music-hit sting: impact flash, micro scale-pulse on the subject, immediate decay.
A deterministic celebration burst with seeded particles and gravity.
A 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.
Timeline-driven paper, tape, and flash dressing for a freeze-frame or background-removed subject
A card lands with a restrained slam, catches one diagonal specular gloss, and holds perfectly still.
A 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.
VFX composition block
VFX composition block
Velocity-driven motion blur — samples element position each frame and applies a one-sided SVG feGaussianBlur ghost trail proportional to speed
Tasks, tabs, pings, and notification bubbles accelerate inward around a calm central subject, turning overload into visible spatial pressure.
A card exits with physical momentum in toss, drop, or slide mode, carrying acceleration and rotation through the final offscreen pose without fading.
VFX composition block
VFX composition block
The 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.
A 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.
A badge pops in from a visible near-rest scale, overshoots full size once, and settles cleanly.
The 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.
A soft token-colored sweep reveals media only through an editable SVG wordmark mask.
Cinematic radial vignette overlay using a pure-CSS gradient — darkens the edges to pull focus toward the center