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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. Each layer has its own page with a live scene you can share.

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. Three core layers (Video Speed, Mixer, Color Adjust) are always on and can't be removed. Clip transitions live inside Mixer; everything else is added from the picker.

Most layers share the same control model. Mixer Auto is the only one without audio trigger mapping for a mix amount — it advances clips instead.

Layers that draw something new over the chain also pick a blend mode, and any run of layers can be folded into an FX group that renders separately and composites back as one - which is also how masks are built.

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