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Every tag

307 tags, from the schema the Promoeyes agent writes with, each grouped under the reference topic that uses it most. UI tags go inside ui or ui3d; channel tags animate the node above them with key rows.

Animations transitions

Reference rigs →
codeA node built by an ES module in the promo's `code/` folder (`src=<name>` runs code/<name>.js): the host owns its transform, opacity, motion and keys, the module owns what is inside and the channels it declares.progresschannelAnimation channel of a `code` node whose module declares it: its progress, 0 to 1 (data-globe draws its arcs one after another, route-map draws the route, page-curl peels the page off).growchannelAnimation channel of a `code` node whose module declares it: how grown it is, 0 to 1 (data-skyline raises its bars left to right; growth-tree grows trunk, then branches, then leaves).flipchannelAnimation channel of a `code` node whose module declares it (split-flap): 0 to 1, every cell flips through characters and lands on its letter, staggered.gatherchannelAnimation channel of a `code` node whose module declares it (notification-swarm): 0 to 1 pulls the chips, staggered, into the module's `target` and shrinks them away.highlightchannelAnimation channel of a `code` node whose module declares it (data-skyline): 0 to 1 lights the last bar.levelchannelAnimation channel of a `code` node whose module declares it (spectrum-ring): the overall gain of the bars, 0 to 1 (default 1).sendchannelAnimation channel of a `code` node whose module declares it (sync-cable): each whole number is one packet, 0 → 1 runs the first across, 1 → 2 the second; the fraction is where it is.talkchannelAnimation channel of a `code` node whose module declares it (ai-orb): how hard it is speaking, 0 to 1, swelling the surface; key it on the voice-over.
fxA stackable effect on its parent node, by `type`: `orbit-aura` runs a neon comet around the node's outline, `grid` draws a line grid on a mesh's surface.streakA glowing comet: a head that flies through timed `targets`, leaving a fading trail.rotationUIchannelAnimation channel: a UI item's rotation over time, `x y z` in degrees (z turns it in the screen's plane, from its laid-out angle).gradient-mixchannelAnimation channel of a `gradient-glass` material, on a mesh wearing it or on its definition under `materials`: how much of the field colour shows over time, 0 none to 1 full.base-colorchannelAnimation channel of a mesh wearing a `gradient-glass` material: the base colour that shows where no field glow reaches, `#rrggbb` (that mesh only).ellipseA flat ellipse centred on `cx cy` with radii `rx` and `ry` mm (`ry` defaults to `rx`).frostchannelAnimation channel of a mesh wearing a `gradient-glass` material: its frost (the glass's roughness) over time, 0 clear to 1 frosted (that mesh only).glosschannelAnimation channel of a mesh wearing a `gradient-glass` material: its gloss (the clearcoat) over time, 0 to 1 (that mesh only).gradient-spreadchannelAnimation channel of a mesh wearing a `gradient-glass` material: how wide every field glow is over time, a multiplier on the defined spread (1 = as defined; that mesh only).liquidA wave-displaced liquid plane: three swells move its surface while a two-tone gradient and a sheen shade it.polygonA closed shape through `points` (`"x,y x,y …"` in mm): flat, or with `depth` an extruded solid.

Fast cutting

Reference rigs →
overrideOne re-finish of a model: `select_mesh` picks the parts, `material` gives them their new surface.select_meshPicks the parts of a model an `override` applies to, by mesh name.material_overridesRe-finishes parts of an `asset` model: holds its `override` blocks.metadataSettings of the document or a scene that are not scene nodes: the audio, the presentation pauses.flowchannelThe stored form of a flow-layout container (`row`, `column`, `isle`, `stack`, `grid`, `wheel`), written by the parser on a `primitive` with `geometry(type=group)`: its children are measured and re-packed every frame.timelineTiming under a `metadata`: on a scene, its length and the transition out of it into the next, the stored form of the scene's own attributes (and winning over them); under the promo's `metadata`, the defaults for every scword_cloud_itemThe stored form of one member of a word cloud, written by the parser on a text, layer or primitive parented to the cloud: its place in the packing order.itemsUIThe item list of a `stack`, `orbit`, `carousel` or `container`: the UI items that component places itself, with no flex pass (the older form of `row` / `column` / `grid` too).gridUIA grid container on a UI stage: it draws nothing and packs its children row by row into `columns` equal-width cells.carouselUIA horizontal strip on a UI stage: its `items` sit left to right in slots `item_w` + `gap` apart, and a `carousel-scroll` effect slides the strip; a `card` around it masks the strip to its box.orbitUIA container on a UI stage whose `items` keep their own coordinates but turn about `center`, so an `orbit-spin` on it sways the whole ring about that point.stackUIA container on a UI stage that piles its `items` on one point: each is centred there and drawn over the one before.groupUIA bare flex box on a UI stage, the `div` of ui: it draws nothing and lays out its children by `layout`.word_cloudThe stored form of a `word-cloud` container, written by the parser on a `primitive` with `geometry(type=group)`: the packing settings.

Postprocessing

Reference rigs →
cardUIA box on a UI stage: its place and size, fill, corner radius, stroke, shadow and clipping; it holds other UI items.textUIText on a UI stage: the words (quoted after the tag), font, size, weight and colour, in a box `w` wide that it may wrap in.primitiveA mesh made of a `geometry` and a `material`: the basic building block of a 3D set.materialThe surface of a `primitive`, or of a model's parts under `override`: `ref` names a material type or a defined material, the rest sets colour, roughness, metalness, maps and transparency.geometryThe shape of a `primitive`: `type` picks it (box, rounded box, sphere, plane, cylinder, extruded path, …), the other attributes size it, in mm.lightOne light, by `type`: ambient, hemisphere, directional, point, spot or area.kfOne camera key: at `time`, either a place and aim (`position`, `look_at`, `fov`) or a node to frame (`node`, `fill`, `side`), with the easing into it and the depth of field.positionchannelAnimation channel: the parent's position over time, `x y z` in mm (an offset on a node, absolute on a light).varyOne per-clone variable of a `repeat`: a value drawn by `kind` (a range, a choice, an index, an expression, …), written into the clones as `${<id>}`.stepOne step of the post-processing chain, by `name`: the render itself, bloom, film grain, the output transform, antialiasing, …hazeA soft radial glow sprite: a lobe of coloured light in the air, behind or around the subject.opacityUIchannelAnimation channel: a UI item's opacity over time, 0 to 1 (it fades the item's children too).opacitychannelAnimation channel: the parent's opacity over time, 0 to 1.cameraThe scene's camera: projection, clip planes, its starting position and aim, and depth of field; its moves are keys under `properties › frame › keyframes`.sceneOne shot of the reel: its length, the transition into it from the scene before, and everything in it.template`template#<id>` defines a reusable block; `template(ref=<id>)` puts a copy of it where it stands.backgroundThe backdrop behind everything in the scene: one colour, or a gradient from `top` to `bottom`.lightsThe scene's lights: holds its `light` elements.rotationchannelAnimation channel: the parent's rotation over time, `x y z` in degrees.environmentImage-based light from an HDR environment: it lights and reflects the scene, and can be shown as the background.postprocessingThe scene's post-processing chain: its `step` elements, applied in order.scalechannelAnimation channel: the parent's scale over time, one factor or `x y z`.iphoneAn iPhone: a real device model whose screen shows its `ui3d`; its body, band and buttons can be re-finished.uiA UI page drawn as a texture: inside `map_from`, its cards are laid out on a `width` × `height` page.propertiesThe animated properties of a camera or a source: holds their channels and the camera's `frame`.keyframeschannelThe camera's keys, one `kf` each, in time order.rendererThe scene's renderer: tone mapping, exposure and shadow maps.frameThe camera's framing track: holds its `keyframes`; `smooth` lets the camera lag behind the keys.repeatClones its children `count` times; each clone fills its `${name}` placeholders from the `vary` values drawn for it.assetA placed 3D model, named by `asset="model:<name>"` (a library model or one generated for the promo).capsuleA capsule mesh, a cylinder with rounded ends: radius `r`, `length`, with a named material.standardA named physically based material (metalness and roughness), defined under `materials`.intensitychannelAnimation channel: the brightness of a light or a lens flare over time.pointUIOne vertex of a `line-chart`'s line, in its `points` list.imageUIA picture on a UI stage, fitted into its box; with `href=""` and a `description` it is painted later.fogScene fog: things fade into `color` from `near` to `far` mm away from the camera.torusA torus (a ring) mesh: radius `r`, tube thickness `tube`, with a named material.physicalA named physically based material with glass, clearcoat, sheen and iridescence, defined under `materials`.position.ychannelAnimation channel: the parent's y position alone over time, in mm.lens-flareA lens flare: a bright point with streaks, a halo and ghosts across the frame.shadowA light's shadow map: its resolution, bias and softness; its `camera` sets the area it covers.rowUIA horizontal flex container on a UI stage: it draws nothing (no fill or shadow) and lines its children up left to right.laptopA laptop (a MacBook): a real device model whose screen shows its `ui3d`.basicA named unlit material, a flat colour that ignores the lights, defined under `materials`.rotation.xUIchannelAnimation channel: a UI item's rotation about x over time, in degrees.promoThe document root: the frame size and rate.ipadAn iPad: a real device model whose screen shows its `ui3d`.animateUIThe older animation block of a UI item: its effect tags (`enter`, `exit`, `fade`, `float`, `scroll`, `typewriter`, …), each run between its own `start` and `end` seconds; write `properties` channels instead.rotation.xchannelAnimation channel: the parent's rotation about x alone over time, in degrees.enterUIAn `animate` effect: flies a UI item in from an offset to its place between `start` and `end`, fading it in; the older form of a `position` plus `opacity` channel.rotation.zchannelAnimation channel: the parent's rotation about z alone over time, in degrees.rotation.ychannelAnimation channel: the parent's rotation about y alone over time, in degrees.materialsThe promo's named materials, defined once and used anywhere by name (`material=<id>`).columnUIA vertical flex container on a UI stage: it draws nothing (no fill or shadow) and stacks its children top to bottom.polyhedronA regular polyhedron mesh (by `kind`, e.g.glowUIA soft radial halo on a UI stage: an ellipse of `color` centred on `x` `y`, fading out to its edge.clipchannelA moving cut on its parent: everything past a plane across `axis` is hidden; the rows move the plane (mm), wiping the parent in or out.columnA flow container: stacks its children top to bottom (−y), each measured by its real 3D size and re-packed every frame, so a child that grows pushes the rest down.colorchannelAnimation channel: the parent's colour over time, `#rrggbb`.imacAn iMac 24": a real all-in-one desktop model whose screen shows its `ui3d`; the rig origin is the middle of the screen.fieldOne coloured glow inside a `gradient-glass` material: where it sits, how strong and how wide.torusknotA (p, q) torus-knot mesh, the classic body for showing off a material and a shaped light: its surface turns through every orientation.heightfieldA procedural ground surface from seeded noise: terrain, hills or a sea, shaded by its own colours or a material.dropOne droplet of a `droplets` field: its strength `w` and its centre, moved by its own `position` track like any element.fadeUIAn `animate` effect: fades a UI item from `from` to `to` opacity between `start` and `end`; the older form of the `opacity` channel.check-drawUIchannelAnimation channel of a `checkmark`: how much of its check stroke is drawn over time, 0 to 1.checkmarkUIA round badge with a check stroke on a UI stage, centred on `x` `y` (top-left when a flex layout places it); its `check-draw` channel draws the check on.isleA flow container: lines its children up in depth (−z), the first nearest the camera, each measured by its real 3D size and re-packed every frame.wheelA ring layout: places its children evenly around a circle of `radius`, from `start` over `sweep` degrees, in the `plane` given.shapechannelAnimation channel of a `mouse`: its cursor shape over time (pointer, hand, text, crosshair, move, grab, grabbing); each row holds until the next, a hard cut, never a tween.gradient-glassA named frosted-glass material lit from inside by coloured `field` glows, defined under `materials`.gridA two-axis flow container: fills rows of `columns` cells, each column as wide as its widest cell and each row as tall as its tallest, re-measured every frame.pointsA point cloud, e.g.importantAn inert annotation of what the scene must show and when: one `kf(time= elements=)` per moment, each id bare (partly visible), `full:<id>` (at least 80% visible) or `none:<id>` (not visible).stackA flow container that lines its children up in depth (−z) like `isle`, each also stepped by `shift-x` / `shift-y`: a fanned cascade of cards.word-cloudAn auto-packed word cloud: its `text` children need no x/y.lambertA named matte material (diffuse, no highlights), defined under `materials`.weightchannelAnimation channel of a `droplets` field: a multiplier on every drop's `w` over time (default 1); raising it swells the drops until they fuse into one body.clothA simulated sheet that falls, drapes over the real geometry of scene nodes and a floor, and can be pulled off by one edge.dropletsOne metaball field meshed into real geometry: its `drop` children are droplets that grow a neck as they near each other and fuse into one body.

UI items

iconUIAn icon on a UI stage, by `set` and `name`, with its size, colour and stroke.textFlat text as a scene layer: the words (`text=` or quoted after the tag), font, size, weight and colour, with optional glow, gradient or particle morph.positionUIchannelAnimation channel: a UI item's offset from its laid-out place over time, `x y z` in stage units (y runs down the screen, z toward the camera).scaleUIchannelAnimation channel: a UI item's scale over time.stopUIOne colour of a `gradient`: the colour is the stop's text (`| #rrggbb`).sourceA procedural scene object made by a `factory`: an extruded SVG path, a reflective ground, a pool of light on the floor, …gradientUIA gradient fill for its card: its `stop` colours, in order.rotation.yUIchannelAnimation channel: a UI item's rotation about y over time, in degrees.map_fromA texture drawn from a UI: under a `material`, its `ui` child is rendered and used as the material's colour map.datumUIOne value of a chart's `data`: a bar of a `bar-chart`, or a slice of a `pie-chart`.look_atchannelAnimation channel of a camera: the point it aims at over time, `x y z` in mm.avatarUIA round photo on a UI stage: an image cropped to a circle `size` across, with an optional outline ring; a `video` inside it is cropped to the same disc.typewriterUIchannelAnimation channel of UI text: how much of it is typed over time, 0 to 1.itemUIA bare UI item, `item(component=<name> …)`; with no `component` it is a flex box like `group`.bar-fillUIchannelAnimation channel of a `progress-bar`: how full it is over time, 0 to 1.rowA flow container: lays its children out left to right (+x), each measured by its real 3D size and re-packed every frame, so a child that grows pushes its neighbours apart.stopOne waypoint of a `motion` path preset, at `at` seconds.scale.yUIchannelAnimation channel: a UI item's height scale alone over time.htmlA real-HTML stage, the `ui` twin: its children are DOM markup and a `style(text=…)` child is the CSS, rendered to a texture with time pinned to the scene (CSS @keyframes are seeked).pulseUIA repeating swell of a UI item's scale (a live dot, a presence beat): `amp` how much, `period` how long one beat takes in seconds.floatUIA continuous bob of a UI item up and down, the whole scene long with no keys; it overrides the item's `position` y.layerA scene node drawn by the layer adapter its `type` names (group, text, text3d, image, video, …).position.xUIchannelAnimation channel: a UI item's x offset alone over time, in stage units.childrenUIThe UI items inside a stage or an item: every element in it is an item, painted in order.stat-ringUIA circular progress ring on a UI stage, with its value and label in the middle, animated by the `ring-fill` channel.line-chartUIA line chart on a UI stage: a line through its `points` over a soft area fill, with a dashed grid, L-shaped axes and an optional title; its `chart-draw` channel draws it on left to right.fovchannelAnimation channel of a camera: its vertical field of view over time, in degrees (perspective cameras).pointsUIThe vertices of a `line-chart`'s line: one `point` each, drawn in order.layersThe scene's stage-layer stack: its `layer` declarations, composited in document order.colorUIOne colour of a chart's `colors` list: the colour is the entry's text (`color #rrggbb`).chart-drawUIchannelAnimation channel of a `line-chart`: how much of its line and area is drawn over time, left to right, 0 to 1.ring-fillUIchannelAnimation channel of a `stat-ring`: how full the ring is over time, 0 to 1.rayA spotlight with a visible volumetric beam, shining from `from` to `to`.badgeUIA small pill label on a UI stage, sized to its text, with an optional leading dot; a `status` word picks its colours.scrollUIchannelAnimation channel of a card: scrolls its children over time, `x y` in stage units, clipped to the card.bump_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the bump map (a grayscale height that shades the surface without moving it; `bump-scale` sets the depth) of the `material` it sits dataUIThe values of a `bar-chart` or a `pie-chart`: one `datum` per bar or slice, in order.bar-chartUIA vertical bar chart on a UI stage: one bar per `datum` of its `data`, scaled to the largest, with the labels under them, a faint grid and the bar colours from `colors`.colorsUIThe bar colours of a `bar-chart` (or slice colours of a `pie-chart`): one `color` each, used in order and repeated; without it a built-in six-colour palette.mouseA mouse pointer in the scene, moved by its `move` channel.movechannelAnimation channel of a `mouse`: where the pointer is over time, `x y z` in mm.videoUIA video clip on a UI stage, sampled at scene time and cropped to the shape it sits in (a rounded card, an avatar's circle, the device glass).spanUIOne coloured run of a `headline`, in its `spans` list.paragraphUIBody text that wraps on a UI stage: its words wrapped to `w`, top-left at `x` `y`.html3dA real-HTML stage, the `ui3d` twin: every top-level markup child becomes its own world plane, placed from its CSS layout box and animated by its own tracks.headlineUIOne line of large display text on a UI stage, coloured run by run by its `spans` (or its `text` in one `color`); it does not wrap, and a `typewriter` or `reveal-clip` channel reveals it.rich-text-blockUIOne line of text on a UI stage built from styled pieces: each entry of its `runs` has its own text, size, weight, colour and italic; it does not wrap.runsUIThe styled pieces of a `rich-text-block`: one `item(text=… size=… weight=… color=… italic=…)` each, drawn one after another on its line.spansUIThe coloured runs of a `headline`: one `span` each, drawn one after another on its line.fact-setUIA two-column list of label and value pairs on a UI stage, one row per entry of its `facts`.factsUIThe rows of a `fact-set`: one `item(title=… value=…)` each, the label on the left, the value on the right.displacement_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the displacement map (a grayscale height that really moves the vertices of a subdivided mesh; `displacement-scale` in mm, negative emissive_map_fromA texture drawn from a UI: its `ui`, `source(factory="ui/scene")` or `html` child, rendered as the emissive map (what glows, times `emissive` and `emissive-intensity`) of the `material` it sits in, or of the screen when iridescence_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the iridescence map (where the thin-film colour shift shows, times `iridescence`) of the physical `material` it sits in, or of the parallax_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, used as a parallax height map, so the material's other maps shift with the view and the surface reads inset, with no geometry (`parallax-scale`roughness_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the roughness map (times `roughness`) of the `material` it sits in, or of the screen when it sits directly in a device tag.input-textUIA text field drawn static on a UI stage: a small label above a filled box holding its `value`, or its `placeholder` in the muted colour.anisotropy_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the anisotropy map (the brushed-metal streak, times `anisotropy`) of the physical `material` it sits in, or of the screen when it sclearcoat_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the clearcoat map (where the lacquer is, times `clearcoat`) of the physical `material` it sits in, or of the screen when it sits diclearcoat_roughness_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the clearcoat roughness map (times `clearcoat-roughness`) of the physical `material` it sits in, or of the screen when it sits diresheen_color_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the sheen colour map (the tint of the velvet highlight; needs `sheen`) of the physical `material` it sits in, or of the screen whentransmission_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the transmission map (where the surface is see-through glass, times `transmission`) of the physical `material` it sits in, or of thcolumnsUIThe columns of a `table`: one `item(key=… label=… width=… type=…)` each, left to right.exitUIAn `animate` effect: flies a UI item from its place out to an offset between `start` and `end`, fading it out; the older form of a `position` plus `opacity` channel.rowsUIThe rows of a `table`: one `item` each, its attributes the cell values named by the columns' `key`s.tableUIA data table on a UI stage: a header band from its `columns`, then one zebra-striped row per entry of its `rows`, on a rounded card.pie-chartUIA pie or donut chart on a UI stage: one slice per `datum` of its `data`, sized by its share of the total, with a legend of labels and percentages on the right.alpha_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the alpha map (black is see-through) of the `material` it sits in, or of the screen when it sits directly in a device tag.ao_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the ambient-occlusion map (dark is occluded; `ao-map-intensity` sets the strength) of the `material` it sits in, or of the screen wlight_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the light map (baked light added onto the surface; `light-map-intensity` sets how much) of the `material` it sits in, or of the scrmetalness_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the metalness map (times `metalness`) of the `material` it sits in, or of the screen when it sits directly in a device tag.normal_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the tangent-space normal map of the `material` it sits in, or of the screen when it sits directly in a device tag.specular_color_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the specular colour map (tints the highlights, times `specular-color`) of the physical `material` it sits in, or of the screen whenspecular_intensity_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the specular intensity map (times `specular-intensity`) of the physical `material` it sits in, or of the screen when it sits directthickness_map_fromA texture drawn from a UI: its `source(factory="ui/scene")` or `html` child, rendered as the thickness map (how thick transmissive glass reads, times `thickness`) of the physical `material` it sits in, or of the screen wchoicesUIThe options of an `input-choiceset`: one `item(title=… value=… selected=true)` per choice, in order.input-choicesetUIA choice field drawn static on a UI stage: a dropdown showing the selected choice (`style=compact`), or a radio or checkbox list of all its `choices` (`style=expanded`), under a small label.input-toggleUIAn on / off switch field drawn static on a UI stage: a small label above a box holding the state word and a pill switch, knob right when on.orbit-spinUIA continuous sway of a UI item about z, the whole scene long with no keys; on an `orbit` it swings the ring about its `center`.ratingUIA row of stars on a UI stage: `count` stars, the first `value` of them filled, with an optional label after them.text-blockUIWrapping text on a UI stage with inline marks (`**bold**`, `_italic_`, code in backticks), cut to `maxLines` lines.window-frameUIDesktop window chrome on a UI stage: a rounded outline, a title bar with its title and window buttons, and a drop shadow; the client area stays see-through, so it goes after the content it frames.action-setUIA row of pill buttons on a UI stage, one per entry of its `actions` list, each sized to its label.actionsUIThe buttons of an `action-set`: one `item(title=… style=…)` per button, left to right.carousel-scrollUIAn `animate` effect of a `carousel`: slides the whole strip left by `distance` between `start` and `end`; it has no `properties` form.containerUIAn Adaptive Card container on a UI stage: a rounded backdrop that stacks its `items` top to bottom; a `video` inside it is cropped to its `radius`.cursorUIA plain mouse-pointer arrow on a UI stage, its tip at `x` `y`; move it with the `position` channel.input-numberUIA number field drawn static on a UI stage: a small label above a filled box holding `value` and an up / down stepper glyph.position.zUIchannelAnimation channel: a UI item's z offset alone over time, in stage units (+ toward the camera).

Everything else

boxA box mesh, `width` × `height` × `depth` mm — the same as `primitive > geometry(type=box)`; its material from `material=<name>` / `color`, or a nested `material(…)`.cylinderA cylinder mesh: `radius_top`, `radius_bottom`, `height` mm (`radial_segments`).amountchannelAnimation channel of a `height_fog` step: how much of the fog shows over time, 0 none to 1 full.pauseA presentation pause: the reel holds its frame at `at` seconds until the presenter goes on.pausesThe presentation pauses of a scene: holds its `pause` elements.trackingchannelAnimation channel of a scene `text`: its letter spacing over time.masterThe master stage on the reel's whole mix (under `audio`, beside `tracks`): one gain, then a true-peak limiter.ribbonA line through `points` on a smooth curve that draws itself on: the `head` and `tail` channels set the stretch that shows, so it writes like a pen, traces a route or runs as a comet.densitychannelAnimation channel of a `height_fog` step: its thickness over time, extinction per metre (1.05 = the three.js example).heightchannelAnimation channel of a `height_fog` step: how tall its layer is over time, in mm above `floor`.pulseA repeating swell of its parent's scale (a breathing beat): `amp` how much, `period` how long one beat takes in seconds.thresholdchannelAnimation channel of a `height_fog` step: the noise level below which the air is clear, over time; raising it toward 1 breaks the fog into wisps and clears it.beamA sustained energy column cast along a path or at a node: an orb winds up over `charge`, the column races out over `travel`, burns through `hold`, and collapses to a thread over `fade`.boltA lightning bolt cast along a path or at a node: a bundle of filaments whose strike front lands in `travel`, gutters through `hold` and blows out in `fade`.cloud-deckA raymarched slab of storm cloud with a billowed underside that races out from over the node, turns slowly and flickers from inside on keyed moments; `hole=true` tears a blazing hole in it and slams a volumetric light shcold-domeA bell of freezing fog condenses overhead, hangs, then drops onto the floor at the node's y 0: thickest and whitest at the base, near clear at the crown, with a skirt rolling out and diamond dust inside.emitterSeekable particles, each a closed-form function of its own age, drawn as camera-facing quads: `kind` picks hot streaking sparks, drifting embers, rolling smoke, twinkling stardust or tumbling debris, and any attribute ovfireballA raymarched pyroclastic fireball: a white-hot core showing through billowing lobes blows out over `travel`, cools white to dull red and is swallowed by soot as it climbs, then erodes away over `fade`.firebirdA bird of burning ribbons that forms with wings wrapped, launches along a Bezier flight, glides, stoops and bursts into feathers that tumble, settle and burn from the tip down; with wings-only, just its wings perched on fissureThe ground splits along a path: a hairline runs the line, an interior-mapped trench lit from below by magma unzips behind it with slabs heaving up either side, then it crusts over and closes over `fade`.flame`flame`: a raymarched column of fire whose licking tongues neck in and tear apart, a white-hot root showing through a thinner orange body with a sooty fringe; it erupts past its height, burns, and gutters from the top doglacierA far cast: a wall of ice slabs heaves out of the floor at a point, facing the caster, stands through `hold`, then sinks over `fade`.glowAnimation channel of an `fx`: its `glow` over time; on an orbit-aura, the glow skirt's width in output pixels.ground-markA flat mark that crawls over a mirror or plain floor from a point or along a path, frost, lichtenberg, crack, scorch or veins: a hot front, a cooling body and a residue, revealed as a pure function of scene time.groupAn empty 3D node that carries its children: they move, turn and scale with its `position`, `rotation` and `scale` (and their channels).iceA glacial eruption along a floor path: a fracture front runs out and crystal spikes tear up behind it, small at the origin and a wall of blades at the far end; they stand through `hold`, then withdraw over `fade`.impactOne hit of a camera's `motion(preset=cam.impact)`, at `at` seconds: a trauma shake (offset = trauma² × noise, so small hits barely move and big ones slam), an optional FOV punch and an optional hitstop.instabilityAnimation channel of a `plasma`: how unstable it is over time, 0 to 1, raising its flicker and wobble.meteorA burning rock lobbed along a ground track: it tumbles and heats on the way in, then detonates at the path's end in a fireball and thrown chunks that cool and sink.missilesA volley of homing plasma bolts fired from a launch point: each is thrown out sideways, then steered onto `to` by proportional navigation with a corkscrew weave, dragging a streaked trail, and lands in a flash, a shock rplasmaA sphere of plasma, an AI orb or an energy hero that reads in one frame: a white-hot core, a chord-weighted body, veins crawling over the front and back of the shell, a wobbling surface, a corona and bolt filaments churnportalA vertical slit of light that tears open into a glowing rim on a real view of the scene, through a linked exit or from a fixed camera, then squeezes shut; one extra scene render while it is open and on screen.precipWeather in a box: rain, snow, sand or ash, each flake drawn stretched along its velocity, with rings or settled flakes on an optional floor and a low drift layer; a pure function of scene time.shockwaveAn expanding blast front at the node's origin, a sphere shell or a flat ground ring: its radius follows a blast curve, its emission flashes and decays, and on the node renderer its rim bends what is behind it.sigilA circle of rings, runes and a star polygon that draws itself: a pen front sweeps the rings, the runes flash on as it passes, the star is stroked chord by chord, then the core; it stands turning, then burns out.skyA physically based atmosphere (Hillaire 2020) drawn as the scene's background: noon, dusk, twilight, night with a moon, stars and the Milky Way, optional clouds.snareA leash whipped out along a path or at a node, ending in a thorned ring cage that snaps shut on the target, holds, then lets go.starA miniature sun that reads as a star in one frame: a boiling photosphere with dark spots and deep limb darkening, a ragged spicule rim, a faint streamered corona, and bundles of fine plasma strands arching off the limb tstarfallA pocket of night opens overhead, a dark lens of spiral arms and twinkling stars, and stars streak down from one radiant on white-hot glittering trains, shedding sparkles and landing in starburst flares with ground ringsstream`stream`: a coherent jet of water as a ballistic tube, every ring the water after tau seconds of free flight, so the arc, the hose whip, the flare as it slows and the tail flying on after letting go are one function; a gsun-elevationAnimation channel of a `sky`: the sun's height over time, degrees above the horizon.vortexA standing funnel wound from helix ribbons: tongues of flame race up it and cool to soot at the crown, or dust or energy with `style`; it eases up over `travel`, stands through `hold` and winds down over `fade`.