
Glass Shatter
Your photo or video na glass wey dey break with the music. Small cracks dey run across the picture, every hit dey knock the shards apart make you see bright edges and dark gaps, and for drop the whole picture go blow comot then come back together.
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Watch Demo Videos
Every demo na real render of dis template. Start from one make you get exactly dis look.
No demo video yet — try the template with your own track.
About dis template
The Shape and Layout
The whole frame na your picture wey dem cut into shards: rough glass pieces, triangle facets, or broken mirror wey cracks dey run comot from one impact point. When e dey rest, the picture whole and na only small cracks you go see. Each shard na real piece of glass wey dey shift, sink back and tilt by itself, so gaps dey open between neighbours and the pieces dey pass over each other.
Motion
Every shard dey listen to im own slice of the spectrum — bass for the middle of the break, treble towards the edges — so the picture dey break where the music dey. Drum hits dey travel go outside like ripple, louder parts dey open the cracks wider, and every shard dey ease back to im place. Before drop the glass dey shake; for the drop the picture go blow comot and join back for one bar.
The Look and Colour
The glass dey keep your picture own colours. Shards wey dey open dey show bright bevelled edge towards the light and shaded one for the other side, glints dey flash as dem tilt, and soft glow for colour wey you choose dey run follow the cracks. The gaps fit dark, show dim blurred copy of the picture behind the glass, or let coloured light from lamp behind am leak come out.
Wetin you fit customize
Every setting below na yours to change for the editor, the live preview go update as the track dey play.
Visualizer
- Shard style
- How dem cut the picture: rough glass shards, triangle facets, or broken mirror wey cracks dey run comot from impact point.
- Glass shardsTrianglesBroken mirror
- Shards
- About how many pieces dem cut the picture into. More pieces dey make finer break.
- Pattern seed
- Where the cracks dey run. Every number na different pattern wey you fit repeat.
- Separation
- How far shard dey shift comot from im place for hit.
- Tilt
- How far the shards dey tip over for hit, na also wetin dey make dem catch light.
- Depth
- How far the shards dey sink back for hit; deeper shards dey open wider gaps.
- Reflection shift
- How far the picture dey slide inside mirror shard as e dey tilt, the way reflection dey move.
- Crack lines
- How dark the small cracks be as the picture dey whole. Zero dey hide dem until the music open dem.
- Edge light
- How bright the edges of the shards dey catch light as dem dey open.
- Crack glow
- Glow along the edges of each shard wey dey swell with im own part of the music.
- Glow colour
- The colour of the crack glow, the bright edges and the light behind the glass.
- Gap colour
- The colour between the shards when dem open.
- Picture for gaps
- E dey show dim, soft copy of the picture between the shards, like say the glass hang for front of am. Zero go leave only the gap colour.
- Light behind glass
- Lamp behind the glass for the glow colour: im light dey leak through the cracks and dey grow with loudness. Zero dey switch am off.
- Glints
- Bright flashes when shard wey dey tilt catch light.
- Drop burst
- How far the picture dey blow comot for drop for the track, before e join back for one bar. Zero dey keep am whole.
- Bloom
- How far the light of the glass edges dey spill enter the picture around dem. Zero dey switch am off.
- Audio response level
- How strong the visualizer go move follow the music — lower for calmer motion, higher for punchier response.
- Transient punch
- How hard drum hits dey knock the shards apart.
- Frequency layout
- Where the low frequencies dey sit: for the middle of the break, from left to right, or for the edges of the frame.
- Bass dey the centreBass dey the left sideBass dey the edges
- Kick ripple
- How long one drum hit dey take to travel from the middle of the break reach the edges. Zero dey hit every shard at once.
- Edge width
- How wide the bright and shaded band along each shard edge be.
- Attack
- How fast the visualizer go respond when the sound louder well.
- Release
- How fast the visualizer go settle after the sound drop.
- Vignette
- E dey make the edges of the frame dark.
- Grain
- E go add fine film-like noise over the frame for texture, less digital look.
Background
- Background photo
- Background video
Background Effects
Effects for your photo or video backdrop, every template dey share dem.
- Zoom Pull
- Na how much the background photo or video go zoom enter anytime bass hit. Zero go keep am for one size.
- Waka
- How far the background photo or video go waka round the frame as the track dey play. Zero go hold am still.
- Camera Shake-Shake
- Short camera shake-shake for every kick — small vibration with light roll — plus low rumble wey follow the level. Zero go hold the camera steady.
- Ripple Blast
- Ripple rings dey spread comot from the centre anytime kick drop, e go warp the picture as e dey pass. Zero mean e no go ever fire.
- Lens
- Lens go bulge anytime kick drop, plus colour fringe for the outer frame wey dey grow as the level rise.
- Zoom Streak
- Streaks go shoot comot from the centre anytime kick drop, as if the camera rush enter. Zero mean e no go ever streak.
- Glow Swell
- Soft bloom dey surround the bright part of the picture, e go swell anytime kick drop.
- Light Patches
- Warm patches of light dey drift small-small over the picture, e go brighten well well as the music loud pass — na film look be dis.
- Light Rays
- Light rays wey dey come from the top-left corner, dark parts of the picture dey block am, e go bright with the music and flash for kicks. Zero off am.
- Light Sweep
- Soft slanted light go cross the picture once every bar — or for strong kick, once in some seconds, if the track never get analysis. Zero off am.
- Lens Flare
- Long flat lines of bluish light go stretch comot from the brightest parts of the picture for the kicks, and stay small in between. Zero off am.
- Fog
- Mist wey dey drift slow for top the picture, e thick pass for down and e dey breathe small with the music. Zero go keep the air clear.
- Particle Layer
- Layer of particles dey drift for top the picture, e dey brighten with the music.
- OffDustBokehSnowSparksRainFirefliesConfettiBubblesStars
- Particle Level
- How many particles go fill the frame.
- Rain For Glass
- Rain drops for glass wey dey front the picture: small beads and big drops wey dey slide down and bend the picture. Zero go keep the glass dry.
- Echo
- The previous frame go linger, e small bigger pass, so motion go leave trail and the kicks go pull you enter tunnel.
- Neon Outline
- The picture own outlines dey trace for cycling neon colours, e go bright well well for the kicks.
- Glitch
- Digital burst for the kicks: sliced rows go jump sideways, blocks go freeze and the colour channels go split. Zero mean e no go ever fire.
- Pixel Blocks
- The picture go scatter into square blocks for the kicks and clear back inside quarter second. Zero go keep am sharp.
- Beat Swell
- The picture dey breathe follow the music, e go swell and glow small before every beat so e go land well. E need the track analysis.
- 3D Tilt
- E go tilt the picture like card for 3D, e go sway small-small follow the music and nod for the kicks, with light wey follow the turn. Zero go keep am face-on.
- Liquid
- The picture go ripple like liquid surface, e go strong pass as the music loud well. Zero go keep am flat.
- Flash
- Short flash go show near white for the strongest kicks, no pass two times for one second. Zero mean e no go ever flash.
- Old VHS
- Tape look: small wobble, colour bleed, scan lines, noise and a tracking band wey dey roll through for the beat.
- Old Movie
- Projector look: flicker, hair scratches, dust, small weave and sepia lean.
- Background Grain
- E go add fine film-like noise for top the frame make e get texture, less digital look.
- Colour Grade
- Colour treatment for the whole picture — and the colours of the built-in background when you no set any photo or video.
- NaturalWarmCoolMonoFaded
- Two-Colour
- E go turn the picture light and shadow to two colours, dark to light. Your Own go use the two colours wey you pick below.
- OffMidnightSunsetForestGoldRoseYour Own
- Two-Colour Dark
- The colour wey the darkest parts of the picture go turn.
- Two-Colour Light
- The colour wey the brightest parts of the picture go turn.
- Movement Follow
- Wetin camera moves dey follow — zoom pull, shake, tilt, ripple blast, lens, zoom streak, liquid, depth, subject bounce and focus. One stem need the track stems.
- Full MixDrumsBassVocals
- Light Follow
- Wetin the light dey follow — glow, flash, light patches, rays, sweep, lens flare, fog, vignette, spotlight, rim glow and colour steps. One stem need the track stems.
- Full MixDrumsBassVocals
- Texture Follow
- Wetin the texture effects dey follow — glitch, pixel blocks, VHS, echo, neon outline, particles, rain for glass and subject ghost trail. One stem need the track stems.
- Full MixDrumsBassVocals
- Drop
- The picture go tighten, dim and lose colour for the bars before a drop, then e go burst open for am. E need the track analysis.
- Follow The Song
- E go react small for the quiet parts of the song and big for the loud parts, e go change smooth. E need the track analysis.
- Colour Drift
- The colours go cycle small-small round the hue wheel and take one step for every kick. Zero go keep dem as dem be.
- Depth Sway
- E go sway the near part of the photo pass the far ones, and e go swell dem for the kicks, so flat picture go get depth. E need the photo depth map: e off until e ready, and for video.
- Focus Pull
- E go blur by depth like lens: for rest, the near part sharp and the far part soft, and the focus go pull go the background come back for the kicks. E need the photo depth map; e off until e ready.
- Depth Haze
- Pale haze dey cover the far part of the picture, e dey breathe follow the music, so the near part go stand out well. E need the photo depth map; e off until e ready.
- Sharp Subject Only
- E go keep the photo subject untouch while blur, glow, echo, tape, grade and grain dey touch only the background. E need the photo subject map; e off until e ready.
- Subject Rim Glow
- Neon rim of light go hug the photo subject, with soft halo behind am, e go flare for the kicks. E need the photo subject map; e off until e ready, and for video.
- Subject Ghost Trail
- Pale copies of the subject go linger and drift comot with the music while the background dey stay put. E need the photo subject map; e off until e ready, and for video.
- Subject Bounce
- The photo subject go swell towards the viewer for the kicks while the background dey hold still. E need the photo subject map; e off until e ready, and for video.
- Subject Light
- E go darken the picture round the subject, like spotlight wey dey follow am and breathe follow the music. E need the photo subject map; e off until e ready, and for video.
- Beat Match
- E go land the stepping effects — the kaleidoscope, the hue drift and the shockwave rings — for the beat or the bar instead of every bass hit. E need the track analysis.
- OffBeat by BeatBar by Bar
- Focus Swell
- The picture go soften and dim as the music settle, then e go snap sharp and bright for the hits. Zero go keep am steady.
- Vignette Swell
- Mirror
- E go fold the picture enter mirrored copies. The kaleidoscope go turn small-small and step for the kicks.
- OffLeft and RightFour SidesKaleidoscope
- Particles Pass Behind Subject
- E go spread the particles through the scene depth, so some go pass behind the photo subject. E need the photo depth map; e off until e ready, and for video.
- NoYes