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.

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ASCII Trail Reveal

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An authored S-curve sweeps through a deterministic ASCII grid, flipping cells away to reveal a labeled panel.

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Beat Accent

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A single music-hit sting: impact flash, micro scale-pulse on the subject, immediate decay.

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Confetti

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A deterministic celebration burst with seeded particles and gravity.

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Facet Morph

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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.

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Freeze-Frame Dressing

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Timeline-driven paper, tape, and flash dressing for a freeze-frame or background-removed subject

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Gloss Sweep

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A card lands with a restrained slam, catches one diagonal specular gloss, and holds perfectly still.

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Light Sweep Pass

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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.

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Liquid Glass

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VFX composition block

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Magnetic

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VFX composition block

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Motion Blur

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Velocity-driven motion blur — samples element position each frame and applies a one-sided SVG feGaussianBlur ghost trail proportional to speed

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Overwhelm Surround

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Tasks, tabs, pings, and notification bubbles accelerate inward around a calm central subject, turning overload into visible spatial pressure.

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Physical Exit

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A card exits with physical momentum in toss, drop, or slide mode, carrying acceleration and rotation through the final offscreen pose without fading.

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Portal

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VFX composition block

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Shatter

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VFX composition block

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Slit Scan Reveal

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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.

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Soft Blob Touch

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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.

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Spring Pop

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A badge pops in from a visible near-rest scale, overshoots full size once, and settles cleanly.

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Stop Motion Cadence

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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.

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SVG Mask Reveal

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A soft token-colored sweep reveals media only through an editable SVG wordmark mask.

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Vignette

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Cinematic radial vignette overlay using a pure-CSS gradient — darkens the edges to pull focus toward the center