Grein

Editor

StudioPlans

Gradients

Glass

Chrome

Texture

Optics

Field

Patterns

Glow

Motion

Colour

#04060f · 0%

Layers

Overlay gradient
Gradient map

Type
Stops run colour along an axis. Mesh places colour points you drag on the canvas, which is the quicker route to something that already looks finished.
Shape
Blend
OKLab and OKLCh keep midpoints vivid. Linear sRGB is the muddy default most tools ship.
Angle
Contrast
Repeat
Seed

Drop here or choose a file. Artwork stays in this browser; transparent files use alpha and opaque files use dark ink.

Warp
How far the field drags the image. Past about 1 it stops looking like texture and starts looking liquid.
Scale
Fold
Blends single-level warp into double-level domain warp. Higher is more filamentary.
Detail
Flow
How far the field travels per loop. 0 is a perfectly still image.
Ridge
Swirl

Mode
Amount
Depth
How far behind the glass the image sits, in reed widths. This is what sets how wide a swath each reed compresses.
Refraction
1.00 bends nothing. Real glass is about 1.50.
Reeds
Angle
Shadows
Highlights
Highlight width
Higher is thinner. A Gaussian falloff, so the far end is a genuine hairline.
Roundness
Shades each reed like the round surface it is. At 0 the reeds are lit flat and read as painted stripes.
Light
Shadow position
Signed across the reed: 0 is the crest, -1 and +1 are the two dividers. Put it opposite the highlight.
Shadow width
Low is a broad band across the shoulder, high is a hairline at the divider.
Seam softness
Rounds the join between reeds, the way a mould does. At 0 the seam is a hard reversal and the result reads as stripes rather than glass.
Lens
Negative inverts the image inside each reed, which is what a real cylindrical lens does — neighbouring reeds then mirror each other about the divider they share. Positive is upright, and every reed leans the same way.
Bleed
Biases every reed to sample off to one side, so each picks up its neighbour’s content and hands it along. 0 is a perfectly symmetric lens where nothing travels.
Highlight position
0 is the crest of the reed, plus or minus 1 is the seam.
Frost
Etch, in reed widths. A disc of scatter, wider across the reed than along it. Costs twelve source samples above zero.
Aberration
Splits red and blue either side of the refraction, in reed widths. Doubles the cost when frost is on.

Amount
Size
Fraction of frame height. Log-spaced, because fine grain is the useful end and it needs most of the track.
Scaling
Design-space grain grows with the export so a 4K PNG matches the preview. Per-pixel grain stays one pixel and gets finer as you scale up.
Midtones
Blend
Animate
0 holds the grain still. Higher cycles through that many frames per loop.