flow-field — luxury

Flow Field · Luxury

Precision over abundance.

Ultra-sparse particles leave slow ghost trails that dissolve before the eye can follow them.

params count: 65 · speed: 0.55 · noiseScale: 0.0011 · fadeRate: 0.006 · maxAge: 220 · lineWidth: 0.7 · turbulence: 2

count=65 and fadeRate=0.006 push the system to near-stillness. The 65 particles barely populate the canvas; each trail lingers for hundreds of frames before fading. turbulence=2 keeps the field smooth — long arcing strokes rather than tight curls. The result reads as fine calligraphy ink spreading across silk.

flow-field — organic

Flow Field · Organic

Grown from chaos, not designed.

Dense, fast, high-turbulence field. Tangled, overgrown, lush.

params count: 480 · speed: 1.8 · noiseScale: 0.0038 · fadeRate: 0.038 · maxAge: 120 · lineWidth: 1.6 · turbulence: 5

count=480 fills every corner; turbulence=5 multiplies the noise angle range to 5π, producing tight knotted curls instead of arcs. speed=1.8 and noiseScale=0.0038 create a mid-zoom field where patterns are visible but always dissolving. The opposite of luxury.

wave — soft

Wave · Soft

Still like water before the wind.

Ten wide, slow, low-opacity sinusoids drifting across the frame.

params waveCount: 10 · amplitude: 55 · frequency: 0.005 · speed: 0.008 · strokeWidth: 1.8 · waveOpacity: 0.09 · spacing: 0 · phaseOffset: 0.5

waveCount=10 layers many waves at low individual opacity (0.09) so no single line dominates. amplitude=55 is generous but frequency=0.005 keeps the cycles long — you see gently sloping hills, not sharp oscillation. speed=0.008 is almost imperceptible frame-to-frame; the motion reads as breathing rather than animation.

wave — editorial

Wave · Editorial

The tension is the design.

Four tight, fast, high-contrast waves clustered near center.

params waveCount: 4 · amplitude: 18 · frequency: 0.02 · speed: 0.055 · strokeWidth: 0.75 · waveOpacity: 0.22 · spacing: 0.6 · phaseOffset: 1.4

waveCount=4 with spacing=0.6 clusters the waves toward the vertical center rather than distributing them. frequency=0.02 (4× higher than Soft) produces rapid oscillation — an oscilloscope aesthetic. speed=0.055 makes the phase advance visibly fast. High waveOpacity=0.22 on thin strokeWidth=0.75 lines reads sharp and editorial.

scanlines — retro-futuristic

Scanlines · Retro-Futuristic

The grid bends toward the future.

Perspective vanishing-point grid, three fast traveling beams, CRT bands, and glitch artifacts.

params gridLines: 24 · gridOpacity: 0.14 · horizonY: 0.46 · scanSpeed: 1.6 · beamCount: 3 · beamOpacity: 0.14 · scanlineSpacing: 4 · scanlineOpacity: 0.1 · glitch: true · perspective: true

gridLines=24 produces a dense perspective fan. Three beams (beamCount=3) at scanSpeed=1.6 race across the screen. glitch=true occasionally displaces horizontal slices of the lower canvas — a subtle digital tear. The combination of geometry, motion, and artifact reads as 1980s vector graphics imagined by someone who never saw them.

scanlines — industrial

Scanlines · Industrial

Rhythm without ornament.

No perspective grid. Horizontal scan bands only. Slow, repetitive, systematic.

params gridLines: 0 · gridOpacity: 0 · horizonY: 0.5 · scanSpeed: 0.5 · beamCount: 2 · beamOpacity: 0.06 · scanlineSpacing: 8 · scanlineOpacity: 0.1 · glitch: false · perspective: false

perspective=false removes the vanishing-point grid entirely — no decoration, just horizontal rhythm. scanlineSpacing=8 creates wider bands than the retro-futuristic variant. scanSpeed=0.5 makes the beams move slowly enough that you feel the weight. No glitch. Pure industrial cadence.

particles — maximalist

Particles · Maximalist

More is more is more.

650 glowing particles at high speed. Dense, neon, overwhelming on purpose.

params count: 650 · speed: 3.2 · minSize: 0.5 · maxSize: 3.5 · fadeRate: 0.11 · glow: true · glowRadius: 14 · glowOpacity: 0.4 · drift: 0

count=650 and speed=3.2 push the system to near-saturation. glow=true with glowRadius=14 and glowOpacity=0.4 adds large halos that overlap and bloom. drift=0 keeps velocity consistent so particles streak rather than wander. The result is a dense neon nebula with no empty space.

particles — playful

Particles · Playful

Float. Drift. Wander.

Fewer, larger particles that drift and curl rather than streak in straight lines.

params count: 180 · speed: 1.4 · minSize: 2 · maxSize: 5 · fadeRate: 0.08 · glow: true · glowRadius: 10 · glowOpacity: 0.35 · drift: 0.6

count=180 gives the canvas room to breathe between particles. minSize=2.0/maxSize=5.0 makes them large enough to read individually. drift=0.6 applies per-frame velocity nudging, causing particles to curl and wander instead of traveling in straight lines. Combined with glow halos, they read as soap bubbles or bioluminescent organisms.

circuit — brutalist

Circuit · Brutalist

Signal finds the shortest path.

Dense 14×10 right-angle grid. Near-zero jitter. 90% edge density. Machine logic exposed.

params cols: 14 · rows: 10 · pulseSpeed: 0.005 · lineOpacity: 0.18 · pulseGlow: 7 · pulseOpacity: 1 · jitter: 0.02 · density: 0.9

cols=14/rows=10 creates a dense grid. jitter=0.02 keeps nodes nearly perfectly aligned — no organic deviation. density=0.9 activates nearly every possible edge, creating a wall of circuitry. lineOpacity=0.18 is high enough that the static structure reads clearly. pulseOpacity=1.0 makes pulses fully opaque. This is infrastructure displayed as art.

circuit — art-deco

Circuit · Art Deco

Geometry as luxury.

Sparse 8×6 grid with deliberate gaps. Slow pulses. Large glow radius. Golden precision.

params cols: 8 · rows: 6 · pulseSpeed: 0.004 · lineOpacity: 0.14 · pulseGlow: 14 · pulseOpacity: 0.9 · jitter: 0.08 · density: 0.6

cols=8/rows=6 creates a sparser grid with larger cells. density=0.6 removes 40% of edges, turning the circuit into negative space geometry. pulseGlow=14 spreads a wide luminous halo around each pulse. jitter=0.08 introduces slight imprecision that suggests handcraft. The larger cells and careful gaps read as decorative geometry rather than engineering diagram.