Sinua
Tune the lookMaterials

Materials

Seven finishes you can layer on any pattern — glow, noise, pulse, gradient, liquid, particles and holographic.

Materials change how a pattern is finished, not what it is. Each one works on every object and pattern, has a single strength that turns it on (0 is off), and can differ per lifecycle state. In an FX Spec they live under materials (gradient and colour have their own top-level sections).

MaterialWhat it doesCost
Glowhalos around dots and strokeshighest; first to go in low power
Noiseorganic jitterlow
Pulseperiodic breathe of opacity and scalenone
Gradientcolour ramp by positionnone
Liquidmetaball blobscompute-heavy
Particlesparticles lifting off the patternmoderate
Holographicfoil hue sweepnone

Materials combine: noise before liquid makes wobbling droplets, glow on top of holographic makes a lit foil. Five strengths (glow, noise, gradient, pulse, and colour's mix) can be driven by your data through bindings.

Under low power, a view sheds the costly materials. Your FX Spec decides which with performance.lowPower.disable, or the host default (30 fps, glow and particles off) applies. See Speed & size.