FX layers
SlopMotion stacks shader layers on top of looping video inside a single canvas. Layers are added from the FX picker, reordered in the chain, and saved with scenes and playset presets. Browse them all below — filter by category or search by name.
How FX layers work
Layers run top to bottom in the active chain — each one sees the output of the one before it, so reordering changes the look dramatically. Four core layers (Video Speed, Auto-Mix, Transition, Color Adjust) are always on and can't be removed; everything else is added from the picker.
Most layers share the same control model. Automix is the only one without audio trigger mapping.
- Base
- Resting value when no audio is driving the effect
- Audio depth
- How much the synced band pushes the value above base
- Sync band
- Audio source: kick, low, mid, high, beat, master, LFO, envelope…
- Trigger
- Binary on/off per hit when the band crosses a threshold
- Trigger count
- For gated effects, how many hits before firing (e.g. every 4 kicks)
All FX layers
Playback

Accelerate
Trigger-pulse peer of Slowmo — ramps playback toward a peak speed on hits, then eases back.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount How deep the speed-up goes |
DEPTH | Audio depth Band-driven depth |
DUR | Duration (sec) How long the pulse lasts |
MAXS | Peak speed Maximum playback rate (advanced) |

| Code | Parameter |
|---|---|
INTVL | Time before change 3 – 180 sec timer interval between clips |
ORDER | Order Random / Sequential pool order |
TRIG | Trigger mode Optional: ignore the timer and advance on audio band hits with a required hit count |

Boomerang
Captures a short slice of frames and plays it forward then backward in a loop — a micro-boomerang stutter.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Effect strength |
SLICE | Slice (sec) Length of captured segment |
CACHE | Cache frames Frame buffer size (advanced) |
CAPFPS | Capture FPS Sampling rate for the buffer (advanced) |

Clip Peek
On each trigger, briefly holds the current frame then steps forward a few frames — a staccato preview stutter through the loop.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
TRIGGE | Trigger Band, threshold, and hit count |
HOLD | Hold (sec) How long each peek frame is held |
STEFOR | Steps forward Frames to advance per hit |

Cue Layer
Pro tier. Trigger-native playback effect — on each cue hit, switch the active playset clip by index and seek to a target frame. Map triggers on each Cue N frame row.
Try in Studio →| Code | Parameter |
|---|---|
EVTS | Events How many cues are active (1–4) |
CLIP | Cue N clip 1-based index into the current playset pool |
FRAME | Cue N frame Seek target in frames (24 fps loop source rate) |
Each Cue N frame row has its own audio trigger. No amount row — map triggers on the frame rows or in the modulation matrix.

Jump Cut
Skips frames in bursts on each audio trigger — hard VJ-style jumps, not a UV warp.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
TRIGGE | Trigger Band, threshold, and hit count |
SKIP | Skip frames Frames to skip per burst |
BRST | Bursts Number of jumps per hit |

Slowmo
Pulls playback toward a floor speed when active — dramatic slowdown on hits or sustained modulation.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount How deep the slow goes |
DEPTH | Audio depth Band-driven depth |
FLOOR | Floor speed Minimum playback rate (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Effect strength |
REWND | Rewind frames How many frames to step back |
FPS | Timing FPS Reference frame rate (advanced) |

Video Speed
coreControls how fast the active clip plays. Base speed is ≥ 0; reverse motion comes from audio offset or playback effects like Boomerang and Stutter Back.
Try in Studio →| Code | Parameter |
|---|---|
AMT | Base 0 – 5, default ~1× |
DEPTH | Audio depth 0 – 10, adds speed variation from the synced band |

Zap
Rapid-fire montage across multiple clips — each trigger cycles through a short burst of frames from several videos in the pool.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
TRIGGE | Trigger Band, threshold, and hit count |
VIDEOS | Videos How many different clips to pull from |
FRAEAC | Frames each Frames shown per clip in each burst |
Transform & space

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Blend toward mirrored result |
AXIS | Axis X, Y, or XY |

Screenshots
| Code | Parameter |
|---|---|
ANGL | Angle −π – π radians |

Screenshots
| Code | Parameter |
|---|---|
SCRX | Scroll X Horizontal offset |
SCRY | Scroll Y Vertical offset |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Blend strength |
GRID | Columns / Rows Grid size (1 – 12 each) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Shake amplitude |
DEPTH | Audio depth Band-driven shake |
RATE | Rate (Hz) Oscillation speed |
SUST | Sustain How long shake lingers after a hit (advanced) |

Screenshots
| Code | Parameter |
|---|---|
SCALE | Scale 0.5 – 2 |
Color & grade

Color Adjust
coreAlways-on grade applied after the shader chain. Keeps luminosity and contrast in a safe black–white range to avoid color artifacts.
Try in Studio →| Code | Parameter |
|---|---|
LUM | Luminosity −1 – 1 brightness offset |
CNTR | Contrast 0 – 2, 1 = neutral |
SAT | Saturation 0 – 3, 1 = neutral |
HUE | Hue −π – π rotation |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Strength |
LVLS | Levels / Balance Gradient vs 2-color binary thresholding |
GRAIN | Grain (px) Cell size (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
DEPTH | Audio depth Band-driven intensity |
SENS | Sensitivity Edge detection threshold |
WIDTH | Width Line thickness |
SOFT | Softness / Line strength Advanced tuning |

| Code | Parameter |
|---|---|
FADE | Silence fade Base fade amount |
DEPTH | Audio depth How strongly band level opposes the fade |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Flash intensity |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Bloom mix |
SENS | Sensitivity Luma threshold for bloom |
SPRD | Spread Blur radius of the glow |

HDR
Cinematic grade — lifts black floor, boosts highlights, and softens the knee between them.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Grade mix |
BLAFLO | Black floor Shadow lift |
HIGBOO | Highlight boost Bright-end punch |
SOFT | Softness Knee between shadows and highlights (advanced) |

Hit Streak
Streaks bright pixels on audio hits — horizontal, radial, or diagonal trails with controllable decay.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Streak mix |
DEPTH | Audio depth Band-driven intensity |
LENGTH | Length Trail reach |
MODE | Mode 0=horizontal, 1=radial, 2=diagonal |
SENS | Sensitivity Luma threshold for streak sources |
DECAY | Decay How fast the trail fades |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Blend toward inverted |

Pulse
Global brightness pump synced to audio — rhythmic bloom and breath on the whole frame.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
REACTI | Reactivity Base pulse strength |
DEPTH | Audio depth Band-driven intensity |
BREATH | Breath Slow inhale/exhale component |
BLOOM | Bloom Highlight expansion on peaks |

Ramp Gradient
Three-way luma remap: shadows, midtones, and highlights each get a color stop.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Grade strength |
STOPS | Shadows / Midtones / Highlights Color pickers |
SOFT | Softness Ramp smoothness (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Vignette strength |
DEPTH | Audio depth Band-pulsing vignette |
RAD | Radius How far the bright center extends |
SOFT | Softness Edge falloff |
EDGBLU | Edge blur Frosted noise scatter on the same radial mask |
Warp & pattern

Center Diffuse
Horizontal strip at a configurable Y position blurs and smears — a “center wipe” diffusion.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
SPRD | Spread Main strength |
DEPTH | Audio depth Band-driven spread |
BLUR | Blur Smear amount |
CY | Strip height / Center Y Advanced geometry |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Separation distance |
ANGL | Angle Direction (0 – 1 turn) |

Concentric Spin
Rings of the image rotate at stepped offsets — concentric tunnel or spiral modes.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Warp strength |
DEPTH | Audio depth Band-driven spin |
MODE | Mode Concentric rings vs spiral |
RINSTE | Rings / Step Segment count and rotation per ring |
SPD | Speed Animation rate |
CX | Center X / Y Rotation origin (advanced) |

Custom Shader
User GLSL injected into the chain. Coord mode warps UVs; Color mode processes RGB.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Effect mix |
TYPE | Type Coord vs Color |
GLSL | GLSL body Shader code (advanced) |

Cymatic
Chladni eigenmode coordinate warp — Colwell standing-wave field displaces UVs along nodal geometry. Density selects the mode pair.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Warp strength |
DEPTH | Audio depth Band-driven warp |
DENS | Density Wave frequency |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Distortion strength |
STYLE | Style Pinch, horizontal sweep, vertical sweep, radial sweep |
CURV | Curvature Pinch lens strength (pinch mode) |
SWEEP | Cycles / Speed Sweep frequency and motion |
CNTRW | Center weight Radial focus (advanced) |

Electric Noise
Procedural electric-field noise with optional trigger rings — glowing interference overlaid on the video.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Overlay strength |
DEPTH | Audio depth Band-driven intensity |
BLEND | Blend mode Blend, Difference, Add, Multiply, Layer |
SPEZOO | Speed / Zoom / Noise scale Motion and scale |
TURDET | Turbulence / Detail / Glow Field character |
RINMIX | Ring mix / Trigger rings Concentric edge accents (advanced) |

Screenshots
| Code | Parameter |
|---|---|
SLICE | Slices Number of segments (0 – 24) |
ANGL | Angle Rotation of the kaleidoscope |
FRAME | Zoom / Pos X / Pos Y Source framing inside the kaleidoscope |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Strength |
DEPTH | Audio depth Band-driven shear |
DENS | Density Number of bands |
SPD | Speed Animation rate |
PIVOT | Wet edge (X) Pivot position (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
COLS | Columns Grid width |
SIZE | Min / Max size Dot size range by luma (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
DENS | Density Number of lines |
WIDTH | Min / Max width Width range (advanced) |
ROT | Rotation Bar angle (advanced) |

Luma Print
Halftone-style luma remap — stipple, mosaic, icon glyphs, lines, or radial patterns driven by local brightness.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
MODE | Mode Stipple, Mosaic, Icons, Lines, Radial |
ICOSET | Icon set Glyph style when in Icons mode |
DENCON | Density / Contrast / Wave Pattern scale and motion |
RADSHA | Radial shape / Rotation Advanced tuning |

Mirror Stripes
Layered mirrored stripe overlays — adjustable density, weight, depth, and optional center mirror.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Stripe mix |
DEPTH | Audio depth Band-driven intensity |
MIRROR | Mirror Off / On center symmetry |
CONSPR | Container / Spread Frame scale and stripe reach |
DENWEI | Density / Weight Stripe count and thickness |
DEPLAY | Depth layers 1, 2, 4, or 8 parallax layers |
ROTRAN | Rotate / Randomness Angle and variation |
COLOR | Color Stripe tint |

Neon Grid
Canvas overlay. Neon lines spawned on audio hits; horizontal, vertical, and cross flares with separate colors. Can feed the Metal Sphere environment map when both are active.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
TRIGGE | Trigger Band or beat event spawns lines (kick default) |
LINES | Lines per hit Spawn count |
MIX | Horizontal / Vertical mix Axis balance |
LINE | Thickness / Fade speed Line look |
COLOR | Flare colors Horizontal / vertical / cross color pickers |
STR | Flare strength Intersection glow (advanced) |

Normal Map
Fake 3D refraction from a procedural normal map — Voronoi or bump source with movable light.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Refraction mix |
DEPTH | Audio depth Band-driven wobble |
SOURCE | Source Voronoi vs bump noise |
SCAREF | Scale / Refraction / Lighting / Specular Surface detail |
BUMDEP | Bump depth Height when using bump source |
LIGX | Light X / Y Highlight position (advanced) |

Oscilloscope
Canvas overlay. CRT spectrum waterfall — live FFT prints a phosphor beam at the bottom that scrolls up and fades. Shares the overlay layer (s3) with Neon Grid, Vector Lines, Text Layer, Through The Stars, and Luma Dust (last enabled wins).
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Overlay opacity |
DEPTH | Audio depth Extra boost from the synced band |
TRAIL | Trail Lines, Fill, or Beam |
PHOS | Phosphor How long the trail persists |
AMP | Amplitude Beam height |
PRIY | Print Y Where the beam prints on the frame |
COLLOW | Color low / mid / high Spectrum intensity → color stops |
GLOW | Glow Phosphor bloom (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
DEPTH | Audio depth Band-driven motion |
BLEND | Blend mode Blend, Difference, Add, Multiply, Layer |
SPEZOO | Speed / Zoom / Detail Field motion and complexity |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Overlay opacity |
DEPTH | Audio depth Band-driven sparkle |
BLEND | Blend mode Blend, Difference, Add, Multiply, Overlay |
SPEPOI | Speed / Point density / Line intensity Network motion |
DEPLAY | Depth layers 1, 2, 4, or 8 parallax layers |
SPARKL | Sparkle Node glow (advanced) |

Point Cloud
Scatters the frame into a depth-sorted point cloud with parallax, defocus, and haze.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
DENS | Density Column count |
SCAT | Scatter Depth displacement |
PARX | Parallax Depth-driven shift |
DEFOC | Defocus Point blur |
HAZE | Haze Distance fog |
SIZE | Min / Max size Point size range (advanced) |

Pulse March
Morphing spherical / organic surface with rim glow — pulsing 3D-ish color form.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix strength |
DEPTH | Audio depth Band-driven pulse |
MORPH | Morph Shape blend |
SPD | Speed Surface motion |
RIPL | Surface ripples Detail frequency |
RIM | Rim glow Edge brightness (advanced) |

Random Gallery
Grid of refracting cells, each showing a drifting crop from the video — mosaic light table.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Effect strength |
DEPTH | Audio depth Band-driven drift |
CELLS | Cells Grid size |
SPEREF | Speed / Refraction Motion and lens strength |
GRIDRI | Grid drift Overall pan (advanced) |

React Diff.
Gray-Scott reaction–diffusion simulation fed by video luma — organic coral patterns that grow and flow.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Pattern visibility |
DEPTH | Audio depth Band-driven growth |
VIDDRI | Video drive / Feed / Kill Simulation coupling |
PATSIZ | Pattern size / Relief / Flow Texture scale |
GROSTY | Growth / Style map Speed and color mapping (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Distortion strength |
DEPTH | Audio depth Band-driven ripples |
DENS | Density Ring count |
SPD | Speed Propagation rate |
FALL | Falloff Distance attenuation (advanced) |
CX | Center X / Y Ripple origin (advanced) |

Through The Stars
Canvas overlay. Hyperspace starfield with motion trails — flies toward a vanishing point; audio depth pushes streak length.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Star visibility |
DEPTH | Audio depth Trail extension on hits |
TRADEN | Trail / Density / Speed / Glow Star motion and brightness |
FIESPR | Field spread / Fade-in range Depth perspective |
GLOTIN | Glow tint / Center X / Y Color and vanishing point (advanced) |

Topo Contour
Topographic isolines over the video — rainbow or mono palette with optional valley fill.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Line mix |
BLEND | Blend mode Blend, Difference, Add, Multiply, Layer |
SCALIN | Scale / Lines / Speed Contour density |
PALETT | Palette Rainbow vs monochrome |
VALFIL | Valley fill / Line width / Video tint Advanced tuning |

Universe Within
Fractal zoom tunnel with layered depth and glow — infinite inward motion blended over the video.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Tunnel visibility |
DEPTH | Audio depth Band-driven pulse |
BLEND | Blend mode Blend, Difference, Add, Multiply, Layer |
SPEFRA | Speed / Fractal zoom Motion and magnification |
LAYERS | Layers Depth parallax (1, 2, 4, or 8) |
GLOW | Glow Edge brightness (advanced) |

Vector Lines
Canvas overlay. Audio-reactive wandering lines with phosphor trails — lines steer and bounce on hits.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Line visibility |
DEPTH | Audio depth Hit sensitivity |
LINSPE | Lines / Speed / Steering Path count and smoothness |
TURON | Turn on hit Redirect strength per trigger |
THITRA | Thickness / Trail length / Trail fade Stroke look |
GLOLIN | Glow / Line / Glow tint colors Color pickers (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Tunnel strength |
DEPTH | Audio depth Band-driven pull |
SPEREF | Speed / Refraction / Wave shine Motion and highlights |
SPIARM | Spiral arms Arm count |
DEPFOG | Depth fog Distance fade (advanced) |

Wet Lens
Animated water droplets on glass — gravity, refraction, and specular highlights.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Droplet visibility |
DEPTH | Audio depth Band-driven splash |
DENSPE | Density / Speed / Refraction / Specular Drop count and lens strength |
GRAVIT | Gravity Drip bias (advanced) |

Screenshots
| Code | Parameter |
|---|---|
PULL | Pull / push Negative = pull, positive = push |
DEPTH | Audio depth Band-driven warp |
RAD | Radius Effect size |
FALL | Falloff / Center X / Y Advanced shape |
Glitch

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Drip strength |
DEPTH | Audio depth Band-driven chaos |
CHAOS | Chaos Randomness |
DENS | Density Column count |

Degauss
CRT degauss wobble — rolling magnetic distortion with chroma fringe and sustain tail.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Distortion strength |
DEPTH | Audio depth Band-driven wobble |
DENSPE | Density / Speed Wave frequency and motion |
CHRFRI | Chroma fringe RGB separation |
SUST | Sustain Tail length after hits (advanced) |

Encode Glitch
Macroblock compression artifacts and horizontal tears — broken codec look.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Glitch mix |
BLOCK | Block size Macroblock scale |
TEAR | Tear Horizontal displacement |

Ghost Flow
Melted afterimage flow — soft displacement with chroma bleed that refreshes on hits.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Ghost mix |
DEPTH | Audio depth Band-driven intensity |
MELT | Melt How soft the smear gets |
FLOSCA | Flow scale Noise field size |
REFRES | Refresh How often the ghost re-samples |
CHRBLE | Chroma bleed RGB separation in the trail |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Overall glitch strength |

Grid Shuffle
Splits the frame into a tile grid and scrambles the squares — pulse to reshuffle the layout.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mix toward shuffled tiles |
CELLS | Cells Tiles across |
CHAOS | Chaos Fraction of tiles remapped |
PULFOL | Pulse / Follow Band hits reshuffle the permutation |

Midline Stretch
Splits the frame at a horizontal line and stretches top/bottom independently.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Stretch strength |
DEPTH | Audio depth Band-driven stretch |
SPLIT | Split Y Horizontal split position |
Pixel Sort
Sorts bright pixels into smeared streaks — classic databending look with direction and chaos control.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Sort mix |
DEPTH | Audio depth Band-driven intensity |
THRESH | Threshold Luma cutoff for sortable pixels |
LENGTH | Length How far streaks travel |
CHAOS | Chaos Randomness in the sort |
DIRECT | Direction 0=down, 1=up, 2=right, 3=left |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Ring strength (capped range) |
DEPTH | Audio depth Band-driven scale |
DENS | Density Ring frequency |
SPRD | Spread Modulation radius |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Channel separation |

Time Glitch
Striped columns with independent vertical time offsets — columnar time slip.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Effect strength |
COLS | Columns Number of vertical stripes |
INV | Invert columns Subset of columns with inverted timing (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Overall mix |
DEPTH | Audio depth Band-driven chaos |
TRATAP | Tracking / Tape noise / Chroma bleed Classic VHS artifacts |
SCALIN | Scan lines / Dropout Line pattern and signal loss |
SPD | Speed Animation rate (advanced) |

Video Window
Picture-in-picture style floating window showing another shuffled moment from the same clip.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
SIZE | Size Window scale |
SHUF | Shuffle rate How often the inner view jumps |
Composite & texture

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Blur radius (0 – 2) |

Ember & Heat
Rising heat shimmer with ember glow and optional smoke — warms and warps the frame like air over fire.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
HEAT | Heat Overall intensity |
DEPTH | Audio depth Band-driven intensity |
SHMR | Shimmer Turbulence strength |
SPD | Speed Rise / flicker rate |
DENS | Density How dense the heat field is |
EMBR | Ember glow Warm highlight bloom |
SMOKE | Smoke Soft smoke veil (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Feedback mix (max 0.99) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Blend opacity |
STYLE | Style Solid, Horizontal, Vertical, Radial |
COLOR | Start / End Gradient color pickers |
BLEND | Blend Blend, Diff, Add, Mult, Layer |
SOFT | Softness Gradient falloff (advanced) |

Layer Blend
Composites a second clip over the main playhead with its own playback speed. Pick by playset index or pin a static loop path.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Blend opacity |
BLEND | Blend mode Blend, Difference, Add, Multiply, Layer |
CLISOU | Clip source Index (1-based playset) or Static (pinned path) |
CLIP | Clip index Which library clip when source is Index (1-based) |
SPD | Speed Secondary clip playback rate (advanced) |

Luma Dust
Canvas overlay. Dense square particles spawned from bright regions of the video — they stick to moving highlights, detach when left behind, and burst on audio hits.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Particle visibility |
STICK | Stick Attraction to bright areas |
DETACH | Detach Release when light moves away |
BURST | Burst Scatter strength on triggers |
TURSIZ | Turbulence / Size / Brightness Motion and look |
DENQUA | Density / Quality / Trail Particle count and persistence (advanced) |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mask strength |
SHAPE | Shape Lines, Circle, Square, Noise, Perspective |
BLEND | Blend Mask, Diff, Add, Mult |
SHAPE | Density / Speed / Rotation / Width / Perspective / Focus X Advanced shape tuning |

Metal Sphere
Reflective displaced sphere composited over the video; optional live environment map from the playhead or Neon Grid output.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Sphere visibility |
DEPTH | Audio depth Band-driven displacement |
ENV | Env Static vs playhead environment |
GEOM | Size / Displacement / Noise scale Geometry |
MATL | Speed / Roughness / Reflection / Orbit Material and motion |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Noise opacity |
BLEND | Blend mode Same set as Layer Blend |
SPD | Speed Noise animation |
CELLS | Grid cells Fine vs coarse grain (advanced) |

Peel Layer
Dual video. Peels a corner of the main frame back to reveal an under clip. Shares the secondary decoder (s2) with Layer Blend, Video Map, and Shatter Layer.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount How far the peel opens |
DEPTH | Audio depth Band-driven peel |
CORN | Corner TL, TR, BR, or BL |
CURL | Curl How tightly the peel curls |
ESOFT | Edge softness Peel edge falloff (advanced) |
UCLIP | Under clip 1-based playset index shown underneath |
Pixelate
Mosaic blocks — cells across maps to Hydra grid divisions (higher = finer blocks).
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
CELLS | Cells across 4 – 512 divisions |

Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Sharpen strength |
DTL | Detail Kernel radius |

Shatter Layer
Dual video. Breaks the frame into irregular shards with gaps — black or another clip shows through. Shares the secondary decoder (s2) with Layer Blend, Video Map, and Peel Layer.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Shatter strength |
DEPTH | Audio depth Band-driven shatter |
GAPS | Gaps Black or Clip through the cracks |
DENS | Density How many shards |
GAPW | Gap width Width of the cracks |
SCAT | Scatter How far shards displace |
IRREG | Irregularity Shard shape variation (advanced) |
GCLIP | Gap clip Playset index when Gaps is Clip (advanced) |

Text Layer
Canvas overlay. Custom message rendered over the video with font, alignment, glow, and entrance animations.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Text opacity |
DEPTH | Audio depth Band-driven pulse / glitch |
MESSAG | Message Free-text string |
SIZPOS | Size / Position X / Y Layout |
ALIFON | Align / Font / Weight / Tracking Typography |
COLOR | Color Text fill |
ANIM | Anim None, Fade, Rise, Type, Pulse, Glitch |
ANISPE | Anim speed / Glow / Shadow Motion and effects (advanced) |

Transition
corePlays when clips change (manual prev/next, Auto-Mix, or beat-driven advance).
Try in Studio →| Code | Parameter |
|---|---|
AMT | Amount 0 – 1 blend strength |
STYLE | Style Fade, Zoom, Swipe, Pixelate, Random |
DUR | Duration 0 – 5 sec |

Trigger Debug
Developer overlay: beat highway, band triggers, and event log for tuning detection. Not a show effect.
Try in Studio →| Code | Parameter |
|---|---|
OPAC | Opacity Overlay visibility |
BEATS | Beat window Bars shown on highway (advanced) |

Video Map
Dual video. Reuses the secondary clip (s2) as a luma mask or UV displace of the chain below — punch holes with bright regions, or warp the frame from the second source's motion. Shares the secondary decoder with Layer Blend, Peel Layer, and Shatter Layer.
Try in Studio →Screenshots
| Code | Parameter |
|---|---|
AMT | Amount Mask strength or displace amplitude |
MODE | Mode Mask (luma key) or Displace (UV warp) |
INVERT | Invert Flip the mask / displace direction |
THRSOF | Threshold / Softness Luma cutoff and edge falloff (Mask mode) |
CLISOU | Clip source Index (1-based playset) or Static (pinned path) |
CLIP | Clip index Which library clip when source is Index (1-based) |
SPD | Speed Secondary clip playback rate (advanced) |