Catalog
20 Sources
Every clip starts with a source — procedural generators, audio visualizers, media files, live devices, and audience feeds. All of them render through the same engine, so any source takes the full effect chain, audio bindings, and MIDI mappings. Third-party plugin sources slot in beside these.
Procedural
Built-in presets, custom GLSL, AI prompts, and marketplace installs — one source.
Loads from anywhere — 9 built-in presets, AI prompts, custom GLSL with hot-reload, or marketplace installs. Each ships with 1-4 audio-routed dials so it's reactive on load.
Classic forward-flying tunnel with adjustable speed.
Cylindrical UV tunnel with audio-bound speed. The 90s demoscene standby — drop it under a video for instant rave.
Extruded 3D text — bind characters to audio onsets.
Multi-font extruded text with metallic / glow / spin controls. Cycle characters on each beat for VJ-style ticker effects, or hold a logo. Per-character animation modes.
Eleven fractal types — 2D escape-time sets and raymarched 3D forms, all in constant motion.
One source, eleven fractals: six 2D escape-time sets (Mandelbrot, Julia, Burning Ship, Tricorn, Newton, Apollonian) and five raymarched 3D forms (Julia Vortex, Mandelbulb, Mandelbox, Menger Sponge, KIFS). 3.0.11 puts every type in constant motion — Motion, Spin, and Morph controls drive breathing zooms, domain spins, and shape-morphing that stay smooth even when audio-bound, and beat onsets kick the palette. 3D types add drag-orbit and beat-synced camera orbit; bind audio to zoom for psychedelic dives.
Beat-reactive spotlight rig.
Animated stage-lighting source — beams, sweeps, strobes. Onset-bind the strobe rate and bind colors to a Random-on-Beat for chaos.
GPU particle system with audio-reactive forces.
Tunable emitter rate, lifetime, gravity, drag. Audio bands push particles around for a kinetic, breathing field.
Audio-reactive
Audio waveform visualizer.
Renders the live audio waveform across the canvas with adjustable style (line, fill, mirror). Wraps either as a strip or a circle.
Five 3D visualizers — tunnel, ribbon, mountain, vortex, cloud.
Three-dimensional waveform display with five render modes (tunnel / ribbon / mountain / vortex / cloud) and five camera paths (manual / orbit / flythrough / dolly / punch).
FFT bands as a node graph with traveling pulses.
Each FFT band becomes a node; lines between them light up when both bands cross a threshold. Pulses travel the edges on beat onsets.
3D
Refracted faceted geometry with reflection.
Real-time refractive crystal with environment reflection and dispersion. Spin and zoom audio-bindable.
Load and spin glTF / OBJ / FBX models.
Import 3D meshes with PBR materials. Pre-baked lighting + audio-bindable rotation + scale. Drop a glTF in the media library and any track can pull it.
Media & Capture
Local mp4 / mov / webm — loop, reverse, bounce, frame-accurate cues.
Drag a video file into a clip slot. Loops by default, with a smooth crossfaded seam. 3.0.11 adds a precision playback engine: reverse and bounce (ping-pong) directions, frame-accurate seeking, and named cue points you can jump between — even on the beat via a random-cue modulator. In/out points carve a sub-clip without re-encoding; playback speed is audio-bindable.
Stills with transition modes.
PNG / JPG / WebP / GIF. Animated gifs play through.
Frame-packed atlases play as audio-bindable animations.
Drop images into a 1×1 to 4×4 cell grid — or generate a sheet with AI (static or AnimateDiff) — and the atlas plays back as an animation. Frame rate and frame index are audio-bindable, so a sprite can step frames on the beat.
Generate looping video from a text prompt — Runway, Kling, Seedance, Veo.
Server-side AI generation pipeline. Submit a prompt, track the job in the Tasks panel while you keep performing, and the resulting mp4 streams back as a clip. Token-metered against your account balance.
Any USB / built-in camera, live.
Picks a device from the OS list. Resolution + framerate exposed. Pair with Chroma Key + Face Tracker for "performer on the deck".
Mirror any display or window into a clip.
Pulls from desktopCapturer. Useful for pulling visuals from another app (Resolume, MadMapper, a browser tab) into the deck.
Receive live GPU textures from other visual apps — no capture overhead.
GPU texture sharing straight into a clip: Spout on Windows, Syphon on macOS. Pick a running sender — Resolume, TouchDesigner, MadMapper, Processing — and its output lands in the deck as a live source, sharper and cheaper than screen capture. Pairs with the matching Spout / Syphon outputs for full round-trips between apps.
Live Audience
Live audience cameras streamed into the deck.
Audience phones scan a QR, grant camera, and stream into the set. Renderer picks display mode (floating nodes / highlight one / scan random) and can approve/reject any incoming participant.
Push color, strobe, flashlight, and video to every audience phone — mixed freely.
Inverse of FanCam™ — your set drives audience phone screens (and flashlights, on supported devices) in sync with the music. Color, flashlight, and engine-canvas video are independent layers you can combine, each with its own opacity, so a tinted color wash can ride over live video. The room is track-scoped, so switching clips never drops the audience.
