Shape Effects
Materials like glass, metal and light for a shape.

BrushedMetal
Photorealistic brushed metal — a satin anodised surface combed with fine directional grain that smears the reflected studio and key light into the long anisotropic streaks of real brushed aluminium, steel, gold or copper

CarbonFiber
Photorealistic woven carbon fibre — interlaced tows whose anisotropic sheen flips ninety degrees cell to cell, raised into a quilted weave and finished with a glossy clearcoat that mirrors the studio. Plain or twill, in any shape.

Chrome
Studio-lit mirror chrome — a precision-machined shape with a controllable polished bevel, softly convex faces and a photographic studio reflected in them: one huge frontal softbox, black flags, and thin warm/cool strip lights that fringe amber and ice-blue exactly where the reflections break

Crystal
Diamond-like crystal lens with faceted refraction.

Emboss
Embossed / debossed relief shading on top of child content, driven by a custom shape

Frost
Photoreal frozen ice — thickness-driven subsurface scattering that reads as a solid block, with fine frost crystals creeping in from the edges

Glass
Optically realistic glass lens driven in a custom shape

Goo
Photoreal wet liquid — animated 3D metaball blobs that merge and bulge to loosely form the shape, with sliding wet highlights, a clearcoat rim and a translucent body

Heatmap
Thermal-camera heat flowing through any 2D, SVG, or 3D shape. Powered by Paper Shaders.

Hologram
Volumetric sci-fi hologram — a translucent emissive projection of the shape with fresnel-lit edges, depth scan-lines that wrap 3D forms, CRT scanlines, flicker and beam wobble

Holographic
Iridescent holographic foil sticker with animated rainbow sheen and glitter flakes

Irradiance
Photorealistic light spilling around the edge of any 2D, SVG, or 3D shape — any number of movable coloured point lights strike the silhouette and the lit edges irradiate their surroundings, gathered in a compute pass with real cast shadows, mixing where they meet and burning to white at the rim

LightEdge
Glowing, pulsing light racing around the edge of any 2D, SVG, or 3D shape. Powered by Paper Shaders.

LiquidMetal
Flowing liquid chrome — a molten reflective surface that wraps the shape, sweeping a procedural studio reflection across animated folds with crisp speculars and prismatic edges

Nebula
A volumetric gas nebula sealed inside polished glass; billowing emission clouds with hollow dark cavities and hot glowing cores, star fields drifting at real depth behind the gas, all refracted through the curved walls of the shape and dressed with studio reflections

Neon
Photorealistic neon tube / 3D pipe effect driven by a custom shape

Obsidian
Dark tinted glass whose faces stay near-black while every surface turning away from the viewer ignites with a flowing iridescent gradient — vivid colour living only on the oblique walls and bevels

Particles
A swarm of simulated particles that settles into the shape, filling it evenly — flat, SVG or true 3D volumes — scattering from the cursor (or chasing it), tumbling when the shape moves, and always drifting back home

Plastic
Glossy molded plastic with photorealistic studio reflections, driven in a custom shape

SmokeFill
Fill a shape with swirling fluid smoke that interacts with the shape boundary

ThinFilm
Iridescent thin-film edge

Voxels
Rebuild any shape out of voxels — a flat shape becomes chunky pixel art, a 3D shape a lit voxel model with smooth ambient occlusion, cast shadows, a key light you can orbit or drive, and per-cube colour

Water
Translucent water — a refractive, light-absorbing body that deepens to its colour with thickness, wrapped in a wind-driven wave surface that reflects a procedural sky, with Fresnel-bright grazing edges and foam breaking on the crests and shoreline