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hyperframes/docs/prompting/vfx-and-liquid-glass.mdx
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Vance IngallsandClaude Sonnet 5 cd8c98e92d docs(prompting): level 4 — capability chapters framed as additive
Add entry bridges (each naming a specific Level 1-3 artifact the
capability slots into) and literal exit bridges across the 7 Level 4
Substance pages, per the novice-to-advanced restructure plan.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-22 12:36:20 -07:00

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---
title: VFX and liquid glass
description: "Prompt device mockups, liquid-glass UI, shatter/portal/magnetic moments, and ambient polish — and know which effects need the canvas pipeline."
---
Your motion-graphics terminal piece from Level 1 already named one of these — `vfx-shatter`, for the beat where the terminal breaks apart. This chapter is the rest of that showy end of the catalog: 3D device mockups, frosted-glass Apple UI, and cinematic moments where HTML shatters or gets sucked through a portal. Two groups do the work — the [HTML-in-Canvas](/catalog/blocks/vfx-iphone-device) blocks (real WebGL, live HTML rendered as GPU textures) and the [Effects](/catalog/components/vignette) components (lightweight CSS polish). Knowing which is which is the difference between an effect that renders and one that surprises you. All of it slots into the [one-shot skeleton](/prompting/anatomy) at the "technique" step.
### Device mockups
To put your product UI inside a real phone or laptop, name [`vfx-iphone-device`](/catalog/blocks/vfx-iphone-device) — real GLTF iPhone 15 Pro Max and MacBook Pro models with live HTML-in-Canvas screen content, a product-review camera choreography, and a 360° turntable. For a styled iOS/macOS *environment* (home screen, desktop, dock) rather than a bare device, reach for the liquid-glass system blocks below.
> /product-launch-video 15-second 1920x1080 video. Our dashboard UI lives on the screen of a real iPhone 15 Pro Max that turntables slowly under product-review lighting, then a MacBook Pro slides in beside it showing the same UI wider. Use the `vfx-iphone-device` registry block. No narration.
<video controls muted loop playsinline preload="metadata" src="https://static.heygen.ai/hyperframes-oss/docs/images/prompting/validate-device-mockup.mp4" style={{ borderRadius: "0.5rem", marginTop: "0.75rem" }}></video>
*Rendered from the prompt above (the block's demo UI on screen), unedited.*
**Ask for the device *and* what's on its screen.** The block renders live HTML into the screen but ships with its own demo UI — describing your UI (or pointing at screenshots/paths) is what makes the agent replace the block's screen content instead of shipping the demo.
- ❌ `show my app on an iPhone` (you'll get the block's built-in demo UI)
- ✅ `our dashboard UI (screenshots in assets/ui/) on the screen of the iPhone 15 Pro Max, turntabling`
### Liquid-glass UI treatments
The liquid-glass blocks are frosted-glass Apple-style UI floating over an aurora shader background. Pick by the surface you want:
| You want… | Name this block | Length |
| ------------------------------------------------ | ---------------------------------------------------------------- | ------ |
| A full iOS 26 home screen on a 3D iPhone | [`ios26-liquid-glass`](/catalog/blocks/ios26-liquid-glass) | 15s |
| A macOS Tahoe desktop on a 3D MacBook | [`macos-tahoe-liquid-glass`](/catalog/blocks/macos-tahoe-liquid-glass) | 15s |
| Glass notification cards | [`liquid-glass-notification`](/catalog/blocks/liquid-glass-notification) | 8s |
| A glass context menu | [`liquid-glass-context-menu`](/catalog/blocks/liquid-glass-context-menu) | 8s |
| Glass media / playback controls | [`liquid-glass-media-controls`](/catalog/blocks/liquid-glass-media-controls) | 8s |
| Glass stat cards, panels, pill chips | [`liquid-glass-widgets`](/catalog/blocks/liquid-glass-widgets) | 8s |
The four `liquid-glass-*` panel blocks share the aurora-shader stage, so they compose cleanly into one scene; `ios26-liquid-glass` and `macos-tahoe-liquid-glass` are complete device environments and generally stand alone.
> 8-second 1920x1080 video. Frosted glass notification cards drift in and stack over an aurora shader background, each reading a fake alert ("Build passed", "Deploy live", "0 incidents"). Use the `liquid-glass-notification` registry block. No audio.
**"Liquid glass" means the block, not a filter you're describing.** These are complete WebGL stages; asking for "a glassy blur on my div" gets you a CSS `backdrop-filter`, not this look.
- ❌ `add a liquid glass effect over my text`
- ✅ `use the liquid-glass-widgets registry block for the stat cards`
### Shatter, portal, magnetic, and cursor moments
The `vfx-*` blocks are single cinematic beats — spend them on a transition or a reveal, not a whole video:
| The moment | Name this block | Length |
| ------------------------------------------------ | --------------------------------------------------- | ------ |
| HTML shatters into glass fragments | [`vfx-shatter`](/catalog/blocks/vfx-shatter) | 12s |
| A dimension breach with volumetric light | [`vfx-portal`](/catalog/blocks/vfx-portal) | 10s |
| A magnetic-field particle visualization | [`vfx-magnetic`](/catalog/blocks/vfx-magnetic) | 15s |
| HTML floating over an organic liquid surface | [`vfx-liquid-background`](/catalog/blocks/vfx-liquid-background) | 12s |
| A dramatic text reveal with chromatic shadow rays | [`vfx-text-cursor`](/catalog/blocks/vfx-text-cursor) | 8s |
> /motion-graphics 8-second 1920x1080 video. Beat 1 (0-4s): a landing-page hero holds under directional light. Beat 2 (4-6s): the whole page shatters into glass fragments that scatter. Beat 3 (6-8s): bold white text slams in on black. Use the `vfx-shatter` registry block. No narration, no image or media files.
**Name the exact effect — "explode," "break," "burst" don't map.** Each block is a specific simulation.
- ❌ `make the UI explode`
- ✅ `the page shatters into glass fragments` → `vfx-shatter`, or `gets pulled through a portal` → `vfx-portal`
### Ambient polish
The [Effects](/catalog/components/vignette) components are lightweight, pure-CSS finishing passes you layer *on top* of a finished scene — grain, vignette, a light sweep, a subtle push:
| Say this | Component |
| ------------------------------ | ------------------------------------------------------ |
| Film grain / texture | [`grain-overlay`](/catalog/components/grain-overlay) |
| Darkened cinematic edges | [`vignette`](/catalog/components/vignette) |
| A light sweep across text | [`shimmer-sweep`](/catalog/components/shimmer-sweep) |
| Slow push-in on a card | [`parallax-zoom`](/catalog/components/parallax-zoom) |
| Card pulls back to reveal siblings | [`parallax-unzoom`](/catalog/components/parallax-unzoom) |
| Screen dissolves into a grid | [`grid-pixelate-wipe`](/catalog/components/grid-pixelate-wipe) |
These are the ambient layer of the [motion grammar](/prompting/motion): grain and a slow `parallax-zoom` keep a "held" beat alive instead of freezing. Never write "holds motionless" — a still final second is the biggest cheap-motion tell; let a grain overlay and a 2% push carry the hold.
> 6-second 1920x1080 video. A product logo settles center-frame, then holds — but keep it alive with a film grain overlay and a slow 3% push-in, plus one shimmer sweep across the wordmark at 4s. Use the `grain-overlay`, `parallax-zoom`, and `shimmer-sweep` registry components. No audio.
**Reach for grain over a literal freeze.** The engine holds the final state exactly as written.
- ❌ `logo appears and holds still to the end`
- ✅ `logo settles, then a grain overlay and slow push keep the hold breathing` (see [ambient idle](/prompting/motion))
### When an effect needs the canvas pipeline
The distinction that trips people up: the **HTML-in-Canvas blocks are not CSS**. The device mockups, liquid-glass stages, and `vfx-*` blocks render live DOM into WebGL textures via the experimental `drawElementImage` API — which needs a Chrome flag. The [HTML-in-Canvas guide](/guides/html-in-canvas) documents the real behavior:
- **Rendering enables the flag automatically** (`--enable-features=CanvasDrawElement`), including inside Docker — so a video render of these blocks works with no setup.
- **Live preview in the Studio needs the flag turned on manually** (`chrome://flags/#canvas-draw-element` → *Enabled* → restart). Without it, these blocks fall back rather than showing the effect in preview.
- The blocks **feature-detect and degrade gracefully**, so a browser without the flag won't crash — it just won't show the WebGL treatment.
The Effects components above have none of this — they're plain CSS and animate everywhere, preview included. So if you need something visible in Studio preview today with zero setup, prefer the CSS Effects; the HTML-in-Canvas group is where the flag caveat lives.
<Warning>
Don't promise a stakeholder a live Studio preview of a liquid-glass or device block without confirming the Chrome flag is enabled on that machine — the rendered MP4 is unaffected, but the in-browser preview may fall back. See the [HTML-in-Canvas guide](/guides/html-in-canvas).
</Warning>
### Where to go next
- [Anatomy of a one-shot prompt](/prompting/anatomy) — the skeleton, and quoting on-screen copy.
- [Motion that reads premium](/prompting/motion) — the ambient-idle rule these polish layers serve.
- [Copy-paste examples](/prompting/examples) — a `vfx-liquid-background` social-card prompt to adapt.
- [HTML-in-Canvas guide](/guides/html-in-canvas) — how `drawElementImage` works and the flag details.
*Next: [Runtimes and 3D](/prompting/runtimes-and-3d) — picking GSAP, Three.js, or Lottie by what the moment actually needs, including the real depth these effects render on.*