Experiments ๐งช
These effects are a bit more out-there, potentially less optimized, or require specific setups~ use with caution.
Dollyโ
Simulates a "dolly zoom" (also known as a Vertigo effect or Zolly) or a simple depth-based zoom, creating a disorienting visual effect where the foreground stays relatively stable while the background appears to zoom in or out. This effect requires a Depth Light.
- Style: Determines the behaviour of the dolly effect.
- Screen Zoom: The main screen content zooms based on depth, while the background is handled by the Background setting.
- Colour Zoom: The main screen content remains, but a specified Colour is zoomed in or out based on depth, overlaying the scene.
- Screen Focus: The foreground (closer to the camera) remains in focus, while the background zooms.
- Zoom In: Controls the amount of zoom applied to elements that are closer to the camera (or the "in" part of the dolly effect).
- Zoom Out: Controls the amount of zoom applied to elements that are further from the camera (or the "out" part of the dolly effect).
- Depth: Sets the focal point or depth plane around which the zoom effect pivots. Objects at this depth will appear to change size the least.
- Ceiling: The maximum distance (vertically) from the camera at which objects will be affected by the zoom. Useful to avoid zooming out too far or revealing unwanted areas.
- Floor: The minimum distance (vertically) from the camera at which objects will be affected by the zoom. Useful to avoid zooming in on the ground or other unwanted areas.
- Colour: The colour used when Style is set to
Colour Zoom. The alpha channel controls its opacity. - Background: Determines what is shown in areas that are "zoomed past" or revealed by the dolly effect when Style is
Screen Zoom.- Keep Screen: Attempts to keep the original screen content visible.
- Clamp Screen: Stretches the edge pixels of the screen content.
- Colour In: Fills revealed areas with the Colour.
- Blur: Fills revealed areas with a blurred version of the screen.
Cloningโ
This effect creates depth-based 'clones' or copies of parts of the screen, overlaying them with various styles and colours. This effect requires a Depth Light.
- Style: Determines how many clones are generated and their behaviour.
- Single: A single clone of the selected screen region is generated.
- Dual: Two clones are generated, typically offset from each other.
- Double Dual: Four clones are generated (effectively two sets of dual clones).
- Trail: Multiple clones are generated in a sequence, creating a trailing or ghosting effect.
- Apply: Controls how the clones are coloured.
- Colour: Clones are tinted using Colour One through Colour Four, depending on the Style.
- Screen: Clones retain the original screen colours from their source pixels.
- Power: Adjusts the offset or displacement of the clones from their original position on the screen.
- Depth: Sets the primary depth threshold. Pixels further away than this depth value are more likely to be cloned.
- Floor: The minimum depth value (closest to the camera) at which cloning can begin to occur.
- Ceiling: The maximum depth value (furthest from the camera) at which cloning will still occur.
- Colour One, Colour Two, Colour Three, Colour Four: These colours are used to tint the clones when the Apply mode is set to
Colour. The specific colours used can vary based on the selected Style (e.g.,Singlemight only use Colour One, whileDoubleDualcould use all four).
Screen Backgroundโ
This effect allows you to display various generated patterns or textures in the background of the screen, particularly in areas that become visible when the main screen content is manipulated (e.g., zoomed out or moved). This effect requires a Depth Light if Depth is used.
This effect is best used when Rendering -> Off-Screen Pixels is set to Clamp.
- Style: Selects the type of background pattern to generate. These range from simple geometric patterns to more complex, animated textures.
- She Came From Space: Rainbow, diagonal lines.
- Primordial Soup: A swirling, organic pattern.
- Fiery Vortex: Choppy, fiery shapes.
- Vaporwave: A smooth purple gradient, cut-up orange sun, and a music visualizer line. May need to be adjusted to get it properly in frame with the background.
- Pastel Dreams: Soft colour background with clouds and snow.
- Love on Rave: Rainbow, flashing geometric shapes.
- Up In Smoke: A smoky, swirling pattern.
- Stay Happy and High: Wavey, floating smiley faces.
- Quadrants in Space: Pink cyber squares floating towards the screen.
- Modern Snow: Geoemtric, monochrome pattern swirling around.
- Acid Spill: A colourful, psychedelic pattern.
- Aurora Borealis: A smooth, blue-green vertical line gradient.
- Ripple in Space: Foggy purple waves.
- Relentless Capitalism Puking Into Our Water: Oil-spill-like pattern.
- Butterflies in the Purple Sky: Dark, purple background with pink lines flying upwards.
- Modernism in Retrospect: Monochrome 3D Cubes spinning around.
- Intra Dimensional Layers: Similar to
Modernism in Retrospect, but with rainbow cubes and more erratic movement. - A Trip Through Lovers Pain: Rings of hearts.
- Background Zoom: Controls the scale of the generated background pattern.
- Background Shift X: Shifts the background pattern horizontally.
- Background Shift Y: Shifts the background pattern vertically.
- Zoom Out Screen: An additional zoom factor applied specifically to the background, allowing it to appear further zoomed out than the main screen content.
- Depth: If non-zero, this uses depth information to determine where the background is visible, typically revealing it behind closer objects.
- Force Frame: When enabled, this forces the background to render within the standard screen frame, even if UV manipulations would normally push it out of view.
Depth Viewerโ
Visualizes the scene's depth information, mapping depth values to colours or overlaying them onto the screen. This effect requires a Depth Light.
- Style: Determines how the depth information is displayed.
- Raw Linear: Displays raw linear depth values, often appearing as a gradient from near (black) to far (white).
- 01 Linear: Displays linear depth values normalized to a 0-1 range.
- Radial: Visualizes depth in a radial pattern coming from the center of the screen.
- Overlay: If enabled, the depth visualization is blended with the original screen colours rather than completely replacing them.
- Opacity: Controls the transparency of the depth visualization when Overlay is enabled.
- Factor: A multiplier applied to the depth values before they are visualized. This can be used to exaggerate or compress the perceived depth range.
- Colour Near: The colour used to represent objects closest to the camera.
- Colour Far: The colour used to represent objects furthest from the camera. The depth values will be mapped to a gradient between ** Colour Near** and ** Colour Far**.
Objectifyโ
This effect attempts to map the screen's output onto a 3D object shape within the scene, effectively turning your screen into a textured 3D model. This requires a Depth Light.
- Style: Determines the shape of the 3D object the screen will be mapped to.
- Distinct Sides Cube: Maps the screen to a cube, with each face potentially showing a different part of the screen or behaving differently based on UV mapping.
- Repeating Sides Cube: Maps the screen to a cube, with the screen texture likely repeating or mirroring across faces.
- Sphere: Maps the screen onto a sphere.
- Pyramid: Maps the screen onto a pyramid shape.
- Cylinder: Maps the screen onto a cylinder.
- Doughnut: Maps the screen onto a torus (donut shape).
- Ratio: Controls how the screen's aspect ratio is handled when mapping to the object.
- Adjust: Attempts to adjust the mapping to maintain the screen's aspect ratio, potentially leaving parts of the object unmapped.
- Squish: Stretches or squishes the screen texture to fit the object's surfaces entirely.
- Size X, Y, Z: Controls the scale of the generated 3D object along its local X, Y, and Z axes. (Note: Not all axes may be used by all shapes, e.g., a sphere might primarily use X for radius).
- Position X, Y, Z: Adjusts the position of the 3D object in the scene along its local X, Y, and Z axes.
- Rotation X, Y, Z: Rotates the 3D object along its local X, Y, and Z axes.
- Speed X, Y, Z: If non-zero, automatically animates the rotation of the object around its X, Y, and Z axes respectively.
- Zoom: Controls the overall scale or "zoom" level of the screen texture as it's mapped onto the object.
- Background: Determines what appears on the parts of the screen not covered by the 3D object.
- Colour: Fills the background with the
Background Colour. - Screen: Shows the original, unaffected screen in the background.
- Colour: Fills the background with the
- Background Colour: The colour used if
Backgroundis set toColour. The alpha channel controls its opacity.