Particle Nebula
One 3D cloud of shiny dust wey dey float go swell, spin and rearrange enter shells, orchids, filaments and other shapes as the music dey build up — na audio visualizer wey get real depth of field and bloom. E suit ambient and electronic songs.
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About dis template
The Shape and Layout
Three-dimensional cloud of fine glowing dust dey fill the centre of the frame, arranged enter shells, orchids, filaments or one of the other formations, each with im own shape. Movable, resizable artwork card dey float behind the cloud when you set one, and the title dey sit below. The scene dey run on starfield or on your own background photo or video, with no other fixed chrome.
Motion
The cloud dey swell, spin and drift on divergent flow field, im particles dey pull outward or inward as the music build, and the formation itself fit reroll enter new shape over time. Soft depth of field dey keep the near and far dust points sharp only round one focal plane, and the artwork behind am fit pulse with the beat. Loudness and onsets dey drive the whole cloud spread and glow.
The Look and Colour
Each formation carry im own colours, from icy shells to golden dust, or custom two-colour pair fit replace dem; the dust dey sit on top HDR bloom chain with warm tone map, grain and vignette for soft cinematic glow. If you no set background, dark space colour and field of stars dey stand in behind the cloud, both na wey you fit adjust.
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
- Space colour
- Stars
- Formation
- The overall shape of the particle cloud — each one go arrange the dust different way and bring im own colours.
- ShellsSpectrumFiligreeOrchidFilamentsCellDriftCoronaPulseVerdigrisFuzzGold
- Colours
- Keep the formation own colours, or replace dem with pair of your own.
- FormationYour Own
- Colour A
- Colour B
- Hue shift
- E go rotate the formation colours round the colour wheel; the middle go keep im original palette.
- Saturation
- Cloud size
- Particle density
- Dust size
- Turbulence
- How violent the dust dey stirred — low go leave smooth ball, high go tear the cloud enter filaments.
- Structure scale
- How large the swirls inside the cloud be — lower go give few broad shapes, higher one go give fine detail.
- Structure drift
- How fast the cloud inner pattern go keep reshape. Zero go hold the pattern still.
- Particle life
- How long every speck of dust go live before e fade out and new one take im place.
- Spin
- How fast the cloud go turn — louder passages go turn am faster. Zero go hold am still.
- Beat push
- How hard every beat go shove the dust outward from the middle of the cloud. Zero go remove the pulse.
- Focal depth
- Which layer of the cloud go stay sharp — lower go pick the dust nearest the camera, higher the dust further back.
- Depth of field
- How blurred the dust outside the sharp layer go become. Zero go keep the whole cloud crisp.
- Brightness
- Bloom
- The soft light halo round the bright parts. Higher go spread am further.
- Grain
- E go add fine film-like noise over the frame for texture, less digital look.
- Vignette
- Audio response level
- How strong the visualizer go move follow the music — lower for calmer motion, higher for punchier response.
- Attack / release
- How fast the visualizer go rise for hit and settle after — low na snappy, high na smooth and lazy.
- Beat sensitivity
- How easy a hit go count as beat — higher go make the cloud pulse for more of the music, lower na only for the strongest hits.
- Structure changes
- How ready loud moment go make the cloud rearrange enter new pattern. Lower go keep one shape longer.
- Progress bar
- OnOff
- Time label
- E go show the elapsed and total time of the track.
- OnOff
Artwork
- Artwork image
- Artwork size
- Artwork darkening
- E go darken the artwork so the visualizer go stand out well against am.
- Artwork response
- How much the artwork go pulse follow the beat. Zero go keep am still.
- Artwork position X
- E go slide the artwork left or right; you fit also drag am for the preview.
- Artwork position Y
- E go slide the artwork up or down; you fit also drag am for the preview.
Background
- Background photo
- Background video
- Background darkening
- E go darken the background photo or video so the visualizer and text go stay readable.
- Background blur
- E go soften the background photo or video so e go read as backdrop, no be the main subject.
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