Materials
Four finishes you can layer on any pattern — glow, noise, pulse and gradient.
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).
| Material | What it does | Cost |
|---|---|---|
| Glow | halos around dots and strokes | highest; first to go in low power |
| Noise | organic jitter | low |
| Pulse | periodic breathe of opacity and scale | none |
| Gradient | colour ramp by position | none |
The liquid, particles and holographic materials were removed in 0.1.0-beta.9; a file that still uses one is rejected with a message saying what to delete (see FX Spec).
Materials combine: glow on top of noise makes a soft, living edge. 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 off) applies. See Speed & size.