Inspector & layers
The inspector follows the selected layer, clip camera, or Post FX. Every layer has opacity, blend mode, and an audio-driven opacity bind.
Layer types
- GLSL Shader — attach a shader asset; every uniform you declare becomes a control (floats get sliders, vec3 a color picker, vec2/vec4 number fields). The engine feeds seven uniforms:
uTime,uBeatEnergy,uBass,uMid,uHigh,uVolume,uResolution— declare any of them and the inspector shows their live values. Numeric uniforms are keyframeable (◆). - Fractal — Mandelbrot, Julia, Burning Ship, Stack 2D, Mandelbulb, Mandelbox, Quaternion Julia, Lorenz Attractor, Point Cloud (orbits). Color modes: Smooth, Bands, Orbit Trap, Grayscale. Parameters (center, scale, rotation, iterations, Julia C, raymarch settings, Lorenz σ/ρ/β, …) support per-parameter audio binds and keyframes. Lorenz is the one fractal that uses the clip's 3D camera.
- Video Asset File — scrubber with Punch In / Punch Out marks, direction Fwd / Rev / PingP. Rev and PingP need a bake (refresh icon) first — baking renders the marked range into dedicated reverse/ping-pong clips; re-bake after moving the marks (stale marks warn in yellow). Letterbox Contain/Cover/Stretch, position/scale transforms with keyframes. Musical timing: Beat Sync Restart (every beat or every N bars, 1–32) and Fit Playback to Bars (stretches rate 0.25×–4× to land on bars — requires a global BPM).
- Live Camera Feed (Pro) — pick a capture device; same transform/letterbox/blend controls as video, no scrubber.
- AI Layer (Vision) (Pro) — on-device models, no credits: Segmentation Mask (fill/invert/edge glow, threshold, colors), Style Transfer (strength + style image), Depth Map (colormap or 3D displace, palettes, tilt), Face Grid (columns/rows/zoom). Source: Webcam, a library video, or another Channel. Inference FPS is adjustable (default 15); rendering stays at full rate.
- 2D / 3D Title — text, font, weight, size, color, alignment; 3D adds depth and material (Basic/Phong/Wireframe). Position/rotation/scale plus per-axis FFT modifiers.
- Mesh Group (3D) (Pro) — load several 3D models in one layer (GLB, GLTF, FBX, OBJ, or Draco). Attach a color texture plus extra surface maps (normal, roughness, metalness, AO, emissive, displacement). Add lights that only hit this layer, and optionally fog, an environment map, shadows, SSAO, bloom, and ACES tone mapping. Per-mesh transforms, Fill/Wireframe/Points, wireframe-on-beat, beat scale, and per-axis FFT. See Mesh Group (3D) in Help for the full inspector.
- 2D Plane — solid color or image fill, letterbox, position/scale.
- Control Cue (MIDI / DMX) (Pro) — keyframed DMX channel levels and MIDI commands (CC, note, pitch bend) driven by the clip timeline. Pair with the MIDI / DMX panel for devices and USB-DMX.
- Surface Control — drive mapped surfaces from a clip. Gate or dim surfaces, chase/strobe/alternate across screens, color overlay and invert. Edge looks: Flames, Pulse Lines, Moving Lines, Neon Glow, Laser Trace. Blend: Normal / Add / Screen / Multiply. Keyframable. Shows on Screen and 3D Stage previews, mapper TDM output, and output windows — not on the flat Master mix.
Post FX
Add FX Pass on any channel (including Master) and on the A/B buses when Crossfade is selected. Built-ins: Mirror Horizontal, Mirror Vertical, Mirror Quad, Flip Horizontal, Flip Vertical, Kaleidoscope — or Load from library… (Post FX shaders). Each pass has an enable switch and per-uniform sliders. Audio modulation appears only when the pass has an Amount or Strength control. Remember: bus FX are not saved with the session; channel and Master FX are.
When the channel bus is O, the inspector also shows Output Routing: On top of all channels, or pick a mapped surface and a composite blend.
Audio binds (FFT)
The spectrum picker covers 128 bins up to ~22 kHz with draggable range handles and presets: Sub/Bass, Kick, Mids, High/Snare, Hi-Hat/Air, Full Range. Sensitivity 0.1–5×, invert, and a channel selector. It shows NO AUDIO until capture is running — no capture, no useful bind.