> ## Documentation Index
> Fetch the complete documentation index at: https://hyperframes-fix-prompt-guide-validation-bugs.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# VFX and liquid glass

> Prompt device mockups, liquid-glass UI, shatter/portal/magnetic moments, and ambient polish — and know which effects need the canvas pipeline.

This is the 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" }} />

*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.
