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).
| 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 |
| Liquid | metaball blobs | compute-heavy |
| Particles | particles lifting off the pattern | moderate |
| Holographic | foil hue sweep | none |
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.