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Kinematic / Demos

Demos.

Hundreds of ready-to-run graphs come with the app. Here are 151 favorites. Open one, press Play, change anything.

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151 demos

Create

Geometry, rendering, splats, rigging and vector art.

32 demos

Splats

8

You vanish from the webcam picture and the scanned man stands in your place, with the room painted back in behind him where you were. Stand back until your whole body is in frame and press Calibrate. Muscular man in body armor and black pants by Erant (superspl.at), CC BY 4.0.

Create

A family of raccoons tucked into a hollow stump, scanned as gaussian splats. A warm grade goes into the splat colors and the graded cloud writes straight out as a .glb, so the file you hand over matches what you see on screen.

Create

A carved horned lizard captured outdoors after dark, breathing in place. A short WGSL kernel runs over every splat each frame and sends a slow swell of size and brightness through the cloud. Edit the code live and the wave changes.

Create

The pale shells in the basket picked out in cyan and breathing, while the woven rim stays as shot. The brightest splats go into their own group and only that group is graded. Move the window to catch more or less.

Create

One basket scan copied across a field until it runs off every edge of the frame, all drawn in one pass. Rows fall away into the dark, crisp up close and grainy with distance. A crowd from a single scan.

Create

The same scanned man, driven by you on the webcam. Your body pose is read every frame, matched onto his fitted skeleton and retargeted, so he moves when you move and keeps his own proportions. Press Calibrate to line him up with you.

Create

A carved horned lizard on a low plinth, captured outdoors with the brick path and shrubs left in. The capture turns slowly on the spot so you can watch the view-dependent color slide across the stone. Loads from a compact .spz.

Create

Two scans of the same basket, one shifted and shot warmer, lined up and color matched into one clean cloud. Flip the switch node to see the raw merge with its ghost rim and warm cast. The second scan is the first one moved and re-graded.

Create

Geometry

10

Ten thousand cubes ride a moving noise field, each one driven by its own value.

Create

Ten thousand spheres built once at the start. Only the camera moves, so each frame stays light.

Create

An imported astronaut drawn 31 times: one in the center, 30 in a ring around it.

Create

A chrome metallic torus rendered with image-based lighting from a real-world HDRI. InputHDRImageFile loads kloppenheim_06_puresky_1k.hdr (Poly Haven CC0), ImageEquirectToCubemap converts it for the renderer, and the cubemap drives both the visible background and IBL reflections as the torus rotates.

Create

A metallic torus pulsing with orange emissive light, slowly orbited and tilted. The 3DGeoMaterialCreate emissive_intensity is driven by a sine expression (1.5 + sin(time*2)*1.0) and a checkerboard texture feeds the emissive map for a grid of glowing cells.

Create

A 20x20 grid driven by 3DGeoFractal whose scale, jitter, and rotation are all fed from AudioSpectrum bands and AudioToVolume through smoothed state. Heat color-map plus hue shift on the render; a live webcam feed sits behind it as an edge-detected layer.

Create

A spinning torus that glows so brightly that only its hottest parts bloom.

Create

A dragon of about a quarter million triangles, loaded once and lit by a key and a fill light as the camera circles it.

Create

An audio-reactive tentacle. A hexagonal tube is swept along a curved backbone, and the music drives its twist, taper, jitter and spin. Underneath, a live webcam feed runs edge-detected and color-mapped with audio-driven chromatic aberration.

Create

A sphere whose vertices are pushed along their normals by an ImageCheckerboard height map at vertex_displacement_scale 0.15, producing a grid of bumps. An animated ImageReactionDiffusion (spectral colors) feeds the base_color so the surface keeps shifting under the static displacement.

Create

Vector art

6

Twin ImageParticleSystem emitters orbit on opposite arms to fake galactic spirals, additively blended via ImageBlend and converted to SVG. A rotating SvgSpiral wireframe and a pulsing core SvgCircle anchor the center.

Create

An SvgVoronoi diagram with a time-driven seed, recolored each tick to give a stained-glass kaleidoscope that rebuilds its cells continuously.

Create

Moving cell noise is traced into vector lines that sit under a layer of drifting colored circles.

Create

A radial ImageGradient sits as the canvas backing while a rotating SvgRegularPolygon ring and a pulsing SvgStar overlay it, merged into a layered geometric mosaic.

Create

An ImageParticleSystem fountain with negative gravity shooting upward from a swaying emitter, converted to SVG via ImageToSvg and framed by pulsing SvgCircle glow rings. Particles are colored across the spectrum by velocity.

Create

An ImageParticleSystem radial explosion from center with turbulence, converted to SVG via ImageToSvg, framed by a morphing SvgStar and a rotating SvgRegularPolygon hexagonal wireframe.

Create

Rigging

8

A running fox with the paths of its head, tail and paws drawn underneath as blue loops. These are the arcs an animator checks by eye, drawn as lines you can see without scrubbing.

Create

A simple bone figure dancing to a bundled track. Spine and arms swing with the level of the music, the chest sways on a slower beat, and the head and arms trail behind on secondary motion. Swap in your own track.

Create

Two balls drift above a bone figure and the hands stay glued to them. They sit further out than the arms can reach alone, so the spine and chest twist in to help while the legs stay planted.

Create

A webcam performance moved onto a character built in the graph. Pose landmarks become a skeleton, get smoothed, mapped onto the character's joints and retargeted live. A second branch drives the same chain from a built-in performer, no camera needed.

Create

Twenty-five spikes in a grid, all turning to follow an amber ball drifting overhead. The look-at weight sits low, so each spike eases toward the ball and the whole field ripples instead of clicking over at once.

Create

Only half of this figure was built. A spine, one arm and one leg are driven by three LFOs, and the mirror node grows the other half every frame. Pose one side, get the other for free.

Create

A rigged fox arrives from a glTF file with its skin weights and its animation. 3DGeoRigClipEvaluate runs the clip on its own clock in loop mode, 3DGeoRigDeform poses the mesh from the result, and an orbit camera circles the fox on a warm floor.

Create

A tube creature bound by proximity, then fixed up with four saved weight-paint strokes. Three views: every joint in its own color, one joint through a ramp, and the posed skin over its skeleton.

Create

Edit

Pictures, filters, compositing, color and video.

22 demos

Images and video

20

A five-arm spiral that twists, thins and turns over time, with a soft glow on top.

Edit

Audio-reactive camera through a chromatic-aberration kaleidoscope feedback loop. Each beat snaps the rotation, and loudness sets the color.

Edit

200 Poisson-scattered soft circles with additive blending sit over a deep vignette, painted in a warm-amber-to-teal palette via hsv_variance. ImageScatterShapes uses an animated seed so the field gently drifts and reforms, and bloom adds halos around bright overlaps.

Edit

Slowly evolving Julia fractal from ImageMandelbrot with a fire color map, then graded for film: ImageColorBalance pulls teal shadows and warm highlights, ImageLevels crushes the range, ImageBloom adds halation, ImageChromaticAberration fakes lens fringing, ImageGrain adds 24fps noise, and ImageVignette darkens the corners.

Edit

ImageMandelbrot in Julia mode with the c parameter drifting on driver expressions (sin/cos of time around -0.7 + 0.27i), rendered with the ice color map. ImageBrightContrast lifts the output, then ImageBloom with sin-modulated intensity adds soft glow.

Edit

Two ImageWave fields composited together to form interference patterns, then colored with ImageColorMap and ImageHueSaturation. ImageChromaticAberration and ImageBloom add the optical edge.

Edit

Audio-reactive glitch chain on the live camera. Pixel-sort cascades pulse with volume, slit-scan time composites bleed in as ghostly overlays, and onsets fire chromatic aberration shocks.

Edit

8-segment ImageKaleidoscope on a webcam feed routed through ImageFeedbackBuffer with audio-driven decay. Mic RMS modulates kaleidoscope rotation, hue shift, and feedback persistence; ImageChromaticAberration and ImageVignette finish the look.

Edit

Live camera with a rhythmic chromatic-aberration pulse. Audio amplitude pushes the rgb separation distance so the picture breathes apart and back.

Edit

Holographic 3D scan look. The live camera is edge-detected and channel-mixed for chromatic aberration, then composited under a deformed grid wireframe. ImageAvgColor on the camera feed drives hue cycling and grid deformation scale, so the overlay reacts to scene brightness.

Edit

An ImageMandelbrot fractal composited with ImageCracklePattern and ImageEdgeDetect into a layered double-exposure look. ImageColorMap, time-driven ImageHueSaturation hue shift, ImageBloom, and ImageVignette finish the frame.

Edit

Infinite zoom into the Mandelbrot set at Seahorse Valley (-0.745, 0.186), with the zoom param driven by an exponential pow() expression. ImageHueSaturation rotates the palette over time and ImageVignette frames the composition.

Edit

Live camera differenced against a 23-frame ImageFrameDelay to isolate motion, with ImageBlur, ImageThreshold, ImageDilate, and ImageTrail cleaning the mask. The mask keys an animated ImagePattern swirl that composites only over moving pixels.

Edit

Cyberpunk neon rainfall built from 600 vertically-stretched line shapes in ImageScatterShapes, additively blended over a deep-navy background. A cyan/magenta/mint/blue color ramp paints the streaks; the seed advances four times per second to fake falling motion, and ImageBloom with a sin-pulsing radius adds the glow.

Edit

A red ImageBrickPattern blended with an ImageCracklePattern via ImageMerge in soft-light mode, then re-saturated with ImageHueCurve. ImageAddNoise (gaussian, seeded by a Counter) plus motion ImageBlur at 90 degrees streak rain down the wall every 80ms.

Edit

Canny edges on the live camera, tinted blood red, drawn as crisp svg vector strokes on a dark gray background. Print-ready edge sketch from your face.

Edit

A neon sign built from stacked text effects. 'NEON NIGHTS' gets a magenta tube outline and a double glow, tight pink inside and diffuse purple outside, over a teal gradient subtitle, a gold-to-pink accent and an italic typewriter tagline sliding back and forth along the bottom.

Edit

Two ImageNoiseGen layers run through ImageColorMap for warm and cool palettes, then ImageComposite blends them together. ImageHueSaturation, ImageBloom, and ImageVignette finish the look.

Edit

Camera frame becomes a 3D heightmap with concentric ripples driven by your voice. Volume pumps amplitude, pitch shifts wave frequency.

Edit

Two cellular crack patterns at different densities and seeds, slammed together with bitwise xor in ImageMath. Reads like a stained-glass mosaic where overlapping cells flip color.

Edit

Media files

2

Opens a picture from disk and shows it.

Edit

Plays a looping MP4 from disk at 30 fps.

Edit

Simulate

Liquids, fire and smoke, cloth, particles, terrain.

35 demos

Fire and smoke

6

A burning object throwing up a tall pillar of fire that mushrooms into dark smoke at the top. The flames feed off the surface of the geometry itself.

Simulate

Thick smoke rolling upward in slow, rounded billows. Low dissipation and heavy swirl keep the puffs dense and cauliflower-shaped as they climb.

Simulate

A steady campfire burning between three rounded logs. Flames curl and flicker upward, cool into thin smoke, and settle into a familiar lazy dance. A grounded starting point for any fire look.

Simulate

A mid-air fireball that ignites in one burst, blooms into a glowing ball of fire, then cools and thins away. A quick start for explosions and impacts.

Simulate

A fast smoke jet firing sideways across the frame from a nozzle on the left. A strong horizontal wind carries the plume out flat before it breaks into turbulence.

Simulate

Thin, stringy smoke that frays into wandering tendrils. High turbulence and low buoyancy keep it wispy instead of billowing, like a smoldering ember trail.

Simulate

Liquids

5

A column of water lets go, races down the tank, slams the far wall and sloshes back. Meshed and shaded as deep water, foam on the churn. One solver node runs it all, so this is the place to start tweaking.

Simulate

A block of honey let go above a small tank. It stretches into a slow drip, coils where it lands and spreads into a heavy amber pile. Thick liquid folds, it does not splash.

Simulate

A pool stirred without a paddle. Gravity leans in a slow circle, the way you tilt a cup to swirl it, and the water banks into a spin that holds. Foam on the churn.

Simulate

Crimson and teal paint drop into a tray and collide. Each blob keeps its own color and the two marble together, shaded as glossy wet paint with motion blur on the fast tongues.

Simulate

A falling stream turns a waterwheel. No motor in the graph: the water pushes the paddles, the paddles turn the hub, spray flies. Let the pour miss and it coasts down on its own.

Simulate

Cloth, hair and soft bodies

4

Liquid and grains simulated together. One part flows, the other piles up, in a single simulation on the GPU.

Simulate

Cloth that tears. Stretch it too far and pieces rip away from the main sheet.

Simulate

Half a tank of water sits behind a wall that drops on cue. The column collapses sideways, sloshes across the empty floor, and slams into the far side. A clean starting point for tuning thickness, particle size and splash.

Simulate

Cloth pinned at four corners sags from above. The cloth drapes over a solid cube that does not move.

Simulate

Particles

3

ImageParticleSystem driven by audio. AudioToVolume remaps to particle emission and turbulence, AudioOnsetDetect spikes gravity, AudioBPMDetect and AudioKeyDetect modulate color and chroma offset. ImageTrail builds long persistence; ImageBloom and inverted ImageChromaticAberration finish.

Simulate

A swarm of metallic boxes orbits a center of gravity, tumbling and glinting as they fade in and out.

Simulate

A burst of 300 particles explodes outward from a central sphere on every detected beat, leaving fading shells of light. Camera audio onsets re-trigger the burst so it pulses with the room.

Simulate

Terrain

6

Polygonal frost-crack terrain from a voronoi 3DGeoHeightfieldPattern plus low-amplitude perlin, softened by thermal erosion. 3DGeoHeightfieldMaskByShadow casts a low-elevation sun (10 degrees) so a shadow_mask layer marks shaded accumulation zones.

Simulate

Sharp peaks rise from a clipped plateau; tiny white points dotted across the slopes mark a Poisson scatter of trees/rocks. The whole thing rotates slowly in front of the camera.

Simulate

Welsh-style cliff coast. A clipped perlin plateau passes through 3DGeoHeightfieldErodeHydro for runoff, 3DGeoHeightfieldErodeCoastal carves scallops along the waterline, and a final thermal pass at 42 degrees rounds the edges.

Simulate

Warm-brown eroded badlands; you can read the channels carved by two separate hydraulic passes with a Distort warp between them. Built up in stages: big shape, detail, water erosion, more detail, a warp, water again, then a final smoothing pass.

Simulate

Mesa badlands. Clipped plateau perlin, hydro erosion to carve drainages, thermal at 45 degrees for talus slopes, and 3DGeoHeightfieldTerrace cuts the characteristic flat-topped step profile.

Simulate

Bright ridged peaks lit from the side, ready to drop into an Unreal Landscape. 3DGeoHeightfieldUnrealExport writes the height RAW16 + snow/rock/grass/shadow weight layers to disk. A small file saved beside it keeps the height range, so the terrain comes into Unreal at its real size.

Simulate

Rigid bodies

2

Ten cream-white pin cylinders in triangle formation; a marbled red ball gets an impulse and rolls down a narrow lane. A static back wall catches flying pins. Spot lighting casts shadows on a wood-tone floor with a warm overhead and a tight tunnel vignette.

Simulate

Three pendulums with gold, silver, and copper bobs swinging from steel anchors. Spot lighting casts shadows on the floor while temporal blur trails the arcs. PBR metallic shading, warm gallery lighting, and a gold-tinted bloom.

Simulate

Signed distance fields

2

An audio-reactive noise sphere. AudioEnvelopeFollower (5ms attack, 350ms release) drives ridged noise amplitude and frequency: silence stays smooth, transients spike sharp ridged deformations that decay back. Volume also modulates camera orbit speed.

Simulate

Smooth interpolation between a sphere and a torus driven by 3DGeoSdfMorph with a sin-modulated blend factor. The result is meshed by 3DGeoSdfToMesh and the camera orbits to read the silhouette change.

Simulate

Generative art

7

Four ImagePattern instances (rings, spiral, star, waves) animated over time and stitched into a 2x2 grid by ImageConcat. A quick reference of the stock procedural patterns side by side.

Simulate

Cracked cell patterns tiled into a moving mosaic.

Simulate

ImageScatterShapes places shards on top of an ImageNoiseGen backdrop, with ImageBloom giving them a faceted glow. The scatter seed and shape count drive how dense the field reads.

Simulate

ImageNoiseGen pushed through ImageBrightContrast and ImageBloom to produce soft glowing blobs that breathe with time. A minimal recipe for animated abstract backdrops.

Simulate

ImageCellularAutomaton evolves a Game-of-Life-style grid, ImageScale upscales it to viewing resolution, and ImageBloom softens the live cells into glowing colonies.

Simulate

ImageScatterShapes places hexagons, triangles, and rings, then ImageKaleidoscope folds the result into radial symmetry. ImageHueSaturation animates the palette and ImageVignette frames the output.

Simulate

ImageReactionDiffusion run with feed and kill rates slowly modulated by sine waves, so the Gray-Scott pattern morphs between spots, stripes, and labyrinths. ImageCellularCracks layers a textured overlay on top.

Simulate

Perform

Cameras and local AI, shaders, projection, control panels.

50 demos

Cameras and local AI

20

The camera picture becomes glowing edge lines folded into a six-way kaleidoscope, with trails. Sound from the microphone shifts the colors and sends sparks streaming from your wrists as you dance.

Perform

The camera picture melts into long streaks with split red and blue edges. The color split follows your face as you move, and the streaks grow and shrink over time.

Perform

Glowing colored sparks spray from your eyes and nose over the live camera and follow your face as you move. The spray swells and eases over time.

Perform

Turns your face into live controls. Jaw open, smiles, blinks and brow raise stream out as named values ready to drive an avatar, a puppet or any effect, and the overlay meters move as you do.

Perform

A full body mesh, live from one webcam, rendered from the camera's own spot so the figure lands exactly where you stand. Key, fill and rim light are aimed for that view.

Perform

Keypoint spheres pinned to your face. Face tracking finds 68 landmarks in the webcam feed, a pulsing green sphere lands on each one, and the whole set renders as live 3D geometry over the picture, trailing as you move.

Perform

Picks out lips and skin on the live camera and tints them. One window shows the recolored face, the other the clean mask, ready to drive makeup looks or glow effects.

Perform

Make a hand gesture, fire a cue. Thumbs up, open palm, fist and more arrive as named triggers you can wire straight to scene changes, sounds or lights.

Perform

Cartoon googly eyes pinned to your face, following your eyes over the live camera.

Perform

Your hands, live from the webcam, rendered as lit solid hands over your own picture. Every finger joint follows what you do. Raise smoothing if they jitter.

Perform

Play a synth with your hands: the gap between thumb and finger sets the pitch on one hand and the tone on the other, and the space between your hands sets the volume and reverb. Glowing dots and lines mark your fingertips over the live camera.

Perform

Your head, live from the webcam, rendered as a lit bust over your own picture. The shape settles to you in the first second, then follows your pose and expression. Raise smoothing if it jitters.

Perform

Your face vanishes on camera. The graph remembers an empty background and paints it back over your face wherever you move, leaving hair and clothes in place. A classic trick for haunted mirrors and photo booths.

Perform

Picks out hair and clothes on the live camera and tints them. One window shows the restyled look, the other the clean mask, so you can recolor an outfit on the fly.

Perform

Turns the room into a live ink drawing. The camera feed runs through neural edge detection for clean connected lines that hold still frame to frame, then the ink is pressed onto warm paper. Point it at anything; it draws what it sees.

Perform

Live webcam feed into a depth-estimation model, then a lit 3D terrain mesh sculpted from the depth map. Side-by-side: the depth input on the left, the rendered 3D output on the right.

Perform

Glowing orbs ride your joints. Body tracking finds your skeleton in the webcam feed and hangs a soft glowing sphere on every joint, so shoulders, elbows and knees leave warm trails as you move.

Perform

Draws the room's geometry live. The camera feed runs through neural line detection; every wall edge, door frame and shelf becomes a crisp vector segment traced over the picture. Aim it at architecture and watch the wireframe follow.

Perform

Walk the camera through a room and the room builds itself out of colored points as you go, seen from behind where the scan started.

Perform

Every point on the body drawn over the live camera: torso, legs, feet, face and both hands, 133 in all, with a running count of the people in frame.

Perform

Shaders

27
Featured

Six classic Shadertoy scenes: plasma, ray-march, voronoi, raymarched primitives, classic mandelbrot, and a noise-distorted cathedral, laid out side by side, running as pasted.

Perform

A Mandelbrot zoom whose detail and colors are fixed when the shader is built. Change them and the shader rebuilds.

Perform

Six-fold rotational symmetry: ImageShader folds atan2(uv) into a single sector, then patterns it with stripe and petal sines that travel with time. The output disc fades to black through a smooth vignette.

Perform

A sphere with ring-stripe displacement from a single sine along its axis, stacking up like saucers. Simple lighting with a warm rim, palette keyed off displacement height.

Perform

Three concentric glowing rings whose radii, widths, and warm-to-cool palette are driven by a volume scalar. Wire in a microphone and the rings follow the sound; until then a slow wave stands in.

Perform

Three-pass bloom inside one ImageShader. Pass one draws neon rings and isolates the brights, pass two blurs them horizontally, pass three blurs vertically and adds the base scene back for the final composite.

Perform

Four orbiting hue-cycling dots leave decaying color trails on a black canvas. Each frame the ImageShader reads the previous frame from ImageFeedback, multiplies by 0.965, and adds soft-falloff dot contributions on top so streaks build up and slowly fade.

Perform

A torus with a helical twist and a pulsing tube, done in the vertex shader. Copper-to-gold stripes follow the twist, with high specular and Fresnel for a metallic read.

Perform

Step-integrated volumetric god rays through a stained-glass window silhouette. Each camera ray walks a 3D Perlin-fbm fog field and tests visibility to the key light through the window mask, so the dust shafts swirl as the camera orbits and the light direction sweeps.

Perform

F1 / F2 Voronoi cells with each feature point orbiting on its own phase. The ImageShader colors cells by hash-keyed hue, darkens toward the feature point, and brightens the F2 minus F1 edge band so cell boundaries glow.

Perform

Mandelbrot zoom into Seahorse Valley on a 20-second loop. ImageShader uses the smooth (continuous) iteration count to shade with a cycling cosine-triplet palette, so the deep structure reads cleanly at every zoom level.

Perform

Torus with hard-edged faceted ripple displacement. An AttributeShader runs at target_class=verts so each triangle three corners can move independently even when they share a base point, producing visible discontinuities at primitive edges as the angular wave travels around the ring.

Perform

Stable-fluids ink advection in a single ImageShader. Three orbiting vortex centers stir a divergence-free velocity field, warm and cool nozzles inject ink, and the feedback loop keeps the streamlines sharp. Trails linger for about two seconds.

Perform

Thousands of leaf points scattered over a globe, each carrying its own local frame written by an AttributeShader. A wind vector rotating around the globe builds the frame, and the leaves tilt and shimmer along their normals as it passes.

Perform

A sphere displaced by three interfering sine waves on different axes, each phased off the spinning model matrix. Simple lighting with a rim term, and a cool-valley-to-warm-peak palette keyed off bump height.

Perform

Swirling flow lines built from the math library, with a moving spotlight on each part in turn.

Perform

Per-pixel directional motion blur from a multi-target render. The producer pass writes color to one slot and motion vectors to another for a spinning star and ribbon field, and the compositor smears the previous frame along those vectors.

Perform

Classic flowing-fluid look: ImageShader samples KINNoiseMap, warps the UV by the resulting offset, then re-samples at the warped coord. The colors blend between two you pick.

Perform

Iridescent thin-film, oil-slick pattern with caustic-distorted surface phase and a rotating palette. Written in GLSL.

Perform

A spinning chrome-ceramic sphere lit by four colored point lights orbiting on offset elliptical tracks. The shader builds a full Cook-Torrance BRDF from the lighting library, and each light cycles its hue and pulses its intensity, so colored specular hotspots sweep across the surface.

Perform

Four-layer classic plasma: orthogonal, diagonal, and radial sines sum into a single value that keys a cycling cosine-triplet palette. ImageShader runs in a single compute pass.

Perform

A spinning sphere breathing in and out, with two surface ripples interfering on top of the slow global pulse. The shading layers Lambert and a tight specular over a view-angle iridescent palette, and the rim glow brightens wherever the surface is pushing outward.

Perform

Three smooth-blended spheres orbiting in 3D, raymarched per pixel inside a single ImageShader. Smin gives the gooey transitions; Lambert plus Blinn-Phong lighting, depth-driven AO, and a procedural per-position albedo finish the surface.

Perform

Six-tile atlas comparing tonemapping and grading helpers from <lib/color> on the same HDR plasma source. Tiles cover Reinhard, Hable, ACES, ACES Filmic, color-temperature shift, and contrast/saturation; a sweeping spotlight focuses one tile at a time.

Perform

A bumpy icosahedron shaded with a world-space triplanar blend of three interference patterns, so vein detail flows across folds without seams. Scale and blend sharpness drift with time, and a Fresnel rim reads the crystalline silhouette.

Perform

Every triangle on an icosahedron fans out from its own center and tumbles, then settles back each cycle. An AttributeShader walks the topology to find each face's three verts and rotates them around the centroid on an eased pulse.

Perform

Glowing rings you can change while they run. Edit any value in Properties and the shader updates live; one value follows an oscillator so the edges breathe.

Perform

Projection and lighting

3

Three animated swirl patterns routed through ProjectionMapper with dual output: an in-app preview panel and a fullscreen projector output on display 1. Pick your projector in the display settings.

Perform

Freeform polygon projection mapping with a pentagon and a triangle overlay routed through ProjectionMapper. Open the Projection Mapper Editor to drag vertices and add new freeform shapes.

Perform

Three moving patterns (stripes, dots, star) routed to separate quads via ProjectionMapper. Open the Projection Mapper Editor to rearrange panels, overlap surfaces, and adjust opacity and edge softness.

Perform

Play

Synths, effects, sound analysis and MIDI.

12 demos

Sound

9

A UIToggle gates an AudioADSR envelope that controls AudioGain on a sine oscillator. Press the toggle to retrigger and hear how attack, decay, sustain, and release shape the note.

Play

Side-by-side AudioFlanger and AudioPhaser on the same AudioOscillator source. Useful for A/B-ing the two modulation effects against an unprocessed reference.

Play

Self-playing 16-bar A-minor loop at 138 BPM driving a subtractive synth: saw AudioOscillator, AudioADSR into a VCA, AudioSVF Moog-style ladder, AudioFlanger, AudioReverb. Five CC automation lanes sweep cutoff, resonance, volume, reverb mix, and LFO rate; a UI panel exposes the synth controls and metering.

Play

Noise through one filter, swept up and down, heard as low-pass, band-pass, high-pass and notch side by side.

Play

An oscillator pushed through AudioWaveShaper (tanh, drive 3.0), AudioSaturator (tape, drive 2.0), and AudioWaveFolder in series, then tamed with AudioLowPass. Each stage adds harmonics in a different way; the chain order matters.

Play

A sine LFO scaled and offset via AudioMath and AudioScale modulates the cutoff of an AudioSVF filter on a saw oscillator. The result is a slow wobble bass. Set the speed and depth to taste.

Play

An oscillator panned around the listener via AudioSpatialPan, with AudioRoomSim adding distance attenuation and early reflections. The source orbits in 3D so headphone playback gives a clear left/right/front/back cue.

Play

A UIStepSequencer drives kick, snare, hat, and tom voices built from oscillators, AudioNoise, and AudioMute envelopes, summed through an AudioMixer. Per-track UISlider levels and UIToggle mutes give a small but functional pattern box.

Play

AudioSupersaw stacked detuned saws fed through AudioStereoDelay and AudioReverb for a wide pad. Detune count and spread are the key parameters to dial in.

Play

Build your own panels

3

A DJ panel built from widgets: an XY effects pad, a scratch joystick, a 4x4 trigger pad, a 16-step sequencer row, deck and filter dials, a crossfader, beat-synced lights, and live waveform, spectrum and level displays.

Play

A synth front panel built from widgets: a keyboard, an ADSR envelope, oscillator dials, a scope, a spectrum analyzer, a level meter and a clip light, with test oscillators feeding the displays.

Play

A sound design panel built from widgets: a wavetable editor, a spectrum sculptor, a parametric EQ, a curve-drawn LFO and a mixer, all feeding a spectrum analyzer, a scope and a level meter.

Play

These are favorites. The other 319 demos are in the Demos browser in the app.

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Download Kinematic 0.5.0

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